in RealTime An I ntroduction to Simulation and Animation of Liquids and Gases Considered Papers RealTime Fluid Dynamics for Games 2003 by Jos Stam previously worked on Maya ID: 776993
Download The PPT/PDF document "Computational Fluid Dynamics" is the property of its rightful owner. Permission is granted to download and print the materials on this web site for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.
Slide1
Computational Fluid Dynamicsin Real-Time
An
I
ntroduction
to
Simulation and Animation
of Liquids and Gases
Slide2Considered PapersReal-Time Fluid Dynamics for Games (2003)
by
Jos
Stam
previously worked on
Maya
; now with
NVidia
covers gases
Realistic Animation of Liquids (1996)
by
Nick Foster and
Dimitri
Metaxas
first attempt to solve
Navier
-Stokes in full 3-D
Practical
Animation of
Liquids (2001)
by Nick Foster and Ronald
Fedkiw
Particle-Based Fluid Simulation for Interactive Applications (2003)
by Matthias Mueller, David
Charypar
and Markus Gross
Slide3Real-Time AnimatedGas-Flow
R
endered using “density quads”
Slide4Grid-Based Water Animation
Hybrid Surface Model
Slide5Particle-Based Water AnimationParticles Point Splatting
Iso
-Surface
(Marching Cubes)
Slide6Difference between liquids and gasesGases have simpler free surfacesDensity
provides enough information for renderer
For liquids we must also produce a
smooth
enough
free surface at boundariesGases are compressibleDensity of liquids, generally, never changes
Gases
have often
negligible
viscosity
Liquids observe
more obvious friction at boundary interfaces
But both are guided by the same equations
Slide7Physics of Fluids: The Navier-Stokes Equations
Velocity field
:
Density distribution
:
u
= velocity,
ρ
= density,
κ
= rate of diffusion, S = source
influences
Conservation
of mass
:
∇ ⋅ u = 0i.e., at any point in time, all velocities added together, cancel each otherChange of pressure: Caused by movement of the liquid
Slide8Three componentsDiscretizationG
rid
P
articles
Algorithm
to solve the mathematical modelLinear solver\More about this next timeRendering
Billboarding
Particles
Point splatting
Iso
-surfaces
Slide9DiscretizationOld method: Propagate fluid state through a 2-D or 3-D grid
Every cell has
density
,
velocity
and pressure informationLiquid cells have 3 mutually exclusive states:
Full
Surface (boundary)
Empty
Object boundaries
must
coincide
with the grid
New method: Use
Smoothed-particle
hydrodynamics
Particles that allow for smooth interpolation between their positionsDefine rules for boundariesAt the system’s edgesFor interfaces with other objects or fluidsSources & Sinks
Slide10Grid-based algorithm for liquids (1996)
Define obstacles and initial configuration
Setup
grid
with initial configuration
Track surface in cellsSetup boundary conditions
Update
velocity
values
Update
pressure
values
Recalculate boundary information of surface cells
Update position
of surface and objects
Go to step 3
Slide11Rendering (2001): Hybrid Surface Model
Move mass-less
marker particles
through the grid
Use algorithm (e.g.
Marching Cubes) to determine a smooth iso-countourUse other particle information and isocountour to make local changes
Slide12There is more to renderingTransparencyReflection
Refraction
Soft shadows
Slide13FinThat’s it – For now!