Modeling Fluid Phenomena -Vinay Bondhugula (25 th & 27 th April 2006)

Slides:



Advertisements
Similar presentations
Stable Fluids A paper by Jos Stam.
Advertisements

My First Fluid Project Ryan Schmidt. Outline MAC Method How far did I get? What went wrong? Future Work.
Realistic Simulation and Rendering of Smoke CSE Class Project Presentation Oleksiy Busaryev TexPoint fonts used in EMF. Read the TexPoint manual.
Lecture 15: Capillary motion
Navier-Stokes.
Matthias Müller, Barbara Solenthaler, Richard Keiser, Markus Gross Eurographics/ACM SIGGRAPH Symposium on Computer Animation (2005),
Basic Governing Differential Equations
Mode-Splitting for Highly Detail, Interactive Liquid Simulation H. Cords University of Rostock Presenter: Truong Xuan Quang.
Chemistry 232 Transport Properties.
1 Modeling Highly- Deformable Liquid Chih-Wei Chiu Computer Graphics and Geometry Modeling Laboratory National Chiao Tung University June 25, 2002 Advisors:
1/32 Real Time Fluids in Games Matthias Müller-Fischer, ageia.
More Accurate Pressure Solves. Solid Boundaries  Voxelized version works great if solids aligned with grid  If not: though the error in geometry is.
1Notes  Textbook: matchmove 6.7.2, B.9. 2 Match Move  For combining CG effects with real footage, need to match synthetic camera to real camera: “matchmove”
Particle-based fluid simulation for interactive applications
Basic Governing Differential Equations
University of North Carolina - Chapel Hill Fluid & Rigid Body Interaction Comp Physical Modeling Craig Bennetts April 25, 2006 Comp Physical.
1 MECH 221 FLUID MECHANICS (Fall 06/07) Tutorial 6 FLUID KINETMATICS.
Lectures 11-12: Gravity waves Linear equations Plane waves on deep water Waves at an interface Waves on shallower water.
Fluid mechanics 3.1 – key points
Modelling Realistic Water & Fire Sérgio Leal Socrates/Erasmus student at: AK Computer Graphics Institute for Computer Graphics and Vision Technical University.
Viscosity. Average Speed The Maxwell-Boltzmann distribution is a function of the particle speed. The average speed follows from integration.  Spherical.
Particle-Based non-Newtonian Fluid Animation for Melting Objects Afonso Paiva Fabiano P. do Carmo Thomas Lewiner Geovan Tavares Matmidia - Departament.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Intro to Computational Fluid Dynamics Brandon Lloyd COMP 259 April 16, 2003 Image courtesy of Prof. A.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Introduction to Modeling Fluid Dynamics 1.
Modeling, Simulating and Rendering Fluids Thanks to Ron Fediw et al, Jos Stam, Henrik Jensen, Ryan.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Fluids.
Fluid Animation CSE 3541 Matt Boggus. Procedural approximations – Heightfield fluids Mathematical background – Navier-Stokes equation Computational models.
Section 5: The Ideal Gas Law The atmospheres of planets (and the Sun too) can be modelled as an Ideal Gas – i.e. consisting of point-like particles (atoms.
CEE 262A H YDRODYNAMICS Lecture 5 Conservation Laws Part I 1.
A Hybrid Particle-Mesh Method for Viscous, Incompressible, Multiphase Flows Jie LIU, Seiichi KOSHIZUKA Yoshiaki OKA The University of Tokyo,
Animation of Fluids.
Chapter 9: Differential Analysis of Fluid Flow SCHOOL OF BIOPROCESS ENGINEERING, UNIVERSITI MALAYSIA PERLIS.
COMPUTATIONAL FLUID DYNAMICS IN REAL-TIME An Introduction to Simulation and Animation of Liquids and Gases.
Smoothed Particle Hydrodynamics (SPH) Fluid dynamics The fluid is represented by a particle system Some particle properties are determined by taking an.
Lecture I of VI (Claudio Piani) Course philosophy, the Navier-Stokes equations, Shallow Water, pressure gradient force, material derivative, continuity,
Supergranulation Waves in the Subsurface Shear Layer Cristina Green Alexander Kosovichev Stanford University.
A conservative FE-discretisation of the Navier-Stokes equation JASS 2005, St. Petersburg Thomas Satzger.
A Unified Lagrangian Approach to Solid-Fluid Animation Richard Keiser, Bart Adams, Dominique Gasser, Paolo Bazzi, Philip Dutré, Markus Gross.
A particle-gridless hybrid methods for incompressible flows
Basic Fluid Properties and Governing Equations
Simplified Smoothed Particle Hydrodynamics for Interactive Applications Zakiya Tamimi Richard McDaniel Based on work done at Siemens Corporate.
The Governing Equations The hydrodynamic model adopted here is the one based on the hydrostatic pressure approximation and the boussinesq approximation,
Taming a Wild River Jeff Lander Darwin 3D
Detail-Preserving Fluid Control N. Th ű rey R. Keiser M. Pauly U. R ű de SCA 2006.
Geometry Group Summer 08 Series Toon Lenaerts, Bart Adams, and Philip Dutre Presented by Michael Su May
FLUID PROPERTIES Independent variables SCALARS VECTORS TENSORS.
Computational fluid dynamics Authors: A. Ghavrish, Ass. Prof. of NMU, M. Packer, President of LDI inc.
1996 Eurographics Workshop Mathieu Desbrun, Marie-Paule Gascuel
Introduction: Lattice Boltzmann Method for Non-fluid Applications Ye Zhao.
FlowFixer: Using BFECC for Fluid Simulation ByungMoon Kim Yingjie Liu Ignacio Llamas Jarek Rossignac Georgia Institute of Technology.
FREE CONVECTION 7.1 Introduction Solar collectors Pipes Ducts Electronic packages Walls and windows 7.2 Features and Parameters of Free Convection (1)
Lagrangian particle models are three-dimensional models for the simulation of airborne pollutant dispersion, able to account for flow and turbulence space-time.
CIS/ME 794Y A Case Study in Computational Science & Engineering 2-D conservation of momentum (contd.) Or, in cartesian tensor notation, Where repeated.
Conservation of Salt: Conservation of Heat: Equation of State: Conservation of Mass or Continuity: Equations that allow a quantitative look at the OCEAN.
Perpetual Visualization of Particle Motion and Fluid Flow Presented by Tsui Mei Chang.
Smoothed Particle Hydrodynamics Matthew Zhu CSCI 5551 — Fall 2015.
Integral budgets: mass and momentum Lecture 7 Mecânica de Fluidos Ambiental 2015/2016.
Particle-based Viscoelastic Fluid Simulation Simon Clavet Philippe Beaudoin Pierre Poulin LIGUM, Université de Montréal.
Chemistry 232 Transport Properties. Definitions Transport property. The ability of a substance to transport matter, energy, or some other property along.
Efficient Simulation of Large Bodies of Water by Coupling Two and Three Dimensional Techniques SIGGRAPH 2006 Geoffrey Irving Eran Guendelman Frank Losasso.
Efficient Simulation of Large Bodies of Water by Coupling Two and Three Dimensional Techniques Geoffrey Irving Stanford University Pixar Animation Studios.
CSE 872 Dr. Charles B. Owen Advanced Computer Graphics1 Water Computational Fluid Dynamics Volumes Lagrangian vs. Eulerian modelling Navier-Stokes equations.
Animating smoke with dynamic balance Jin-Kyung Hong Chang-Hun Kim 발표 윤종철.
Modelling of Marine Systems. Shallow waters Equations.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Computational Fluid Dynamics.
Fluid Animation CSE 3541 By: Matt Boggus.
Chapter 4 Fluid Mechanics Frank White
Computer Animation Algorithms and Techniques
Introduction to Fluid Dynamics & Applications
Presentation transcript:

Modeling Fluid Phenomena -Vinay Bondhugula (25 th & 27 th April 2006)

Two major techniques Solve the PDE describing fluid dynamics. Simulate the fluid as a collection of particles.

Rapid Stable Fluid Dynamics for Computer Graphics – Kass and Miller SIGGRAPH 1990

Previous Work Older techniques were not realistic enough: –Tracking of individual waves –No net transport of water –Can’t handle changes in boundary conditions

Introduction Approximates wave equation for shallow water. Solves the wave equation using implicit integration. The result is good enough for animation purposes.

Shallow Water Equations: Assumptions 1)Represent water by a height field. Motivation: In an accurate simulation, computational cost grows as the cube of resolution. Limitation: No splashing of water. Waves cannot break.

Contd… 2) Ignore the vertical component of the velocity of water. Limitation: Inaccurate simulation for steep waves.

Contd… 3) Horizontal component of the velocity in a column is constant. Assumption fails in some cases: Undercurrent Greater friction at the bottom.

Notation h(x) is the height of the water surface b(x) is the height of the ground surface d(x) = h(x) – b(x) is the depth of the water u(x) is the horizontal velocity of a vertical water column. d i (n) is the depth at the i th point after the n th iteration.

The Equations F = ma, gives the following: The second term is the horizontal force acting on a water column. Volume conservation gives:

Contd… Differentiating equation 1 w.r.t x and equation 2 w.r.t t we get: From the simplified wave equation, the wave velocity is sqrt(gd). Explains why tsunami waves are high –The wave slows down as it approaches the coast, which causes water to pile up.

Discretization Finite-difference technique is applied:

Integration Implicit techniques are used:

Another approximation Still a non-linear equation! –‘d’ is dependent on ‘h’ Assume ‘d’ to be constant during integration –Wave velocities only change between iterations.

The linear equation: Symmetric tridiagonal matrices can be solved very efficiently.

The linear equation The linear equation can be considered an extrapolation of the previous motion of the fluid. Damping can be introduced if the equation is written as:

A Subtle Issue In an iteration, nothing prevents h from becoming less than b at a particular point, leading to negative volume at that point. To compensate for this the iteration creates volume elsewhere (note that our equations conserve volume). Solution: After each iteration, compute the new volume and compare it with the old volume.

The Equation in 3D Split the equation into two terms - one independent of x and the other independent of y - and solve it in two sub- iterations. We still obtain a linear system!

Rendering Rendered with caustics – the terrain was assumed to be flat. Real-time simulation!! –30 fps on a 32x32 grid

Miscellaneous Walls are simulated by having a steep incline.

Results Water flowing down a hill…

More Images Wave speed depends on the depth of the water…

Particle-Based Fluid Simulation for Interactive Applications -Matthias Muller et. al. SCA 2003

Motivation Limitations of grid based simulation: No splashing or breaking of waves Cannot handle multiple fluids Cannot handle multiple phases

Introduction Use Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces. Pressure and viscosity are derived from the Navier-Stokes equation. Interactive simulation (about 5 fps).

SPH Originally developed for astrophysical problems (1977). Interpolation method for particles. Properties that are defined at discrete particles can be evaluated anywhere in space. Uses smoothing kernels to distribute quantities.

Contd… m j is the mass,  j is the density, A j is the quantity to be interpolated and W is the smoothing kernel

Modeling Fluids with Particles Given a control volume, no mass is created in it. Hence, all mass that comes out has to be accounted by change in density. But, mass conservation is anyway guaranteed in a particle system.

Contd… Momentum equation: Three components: –Pressure term –Force due to gravity –Viscosity term (  is the viscosity of the liquid)

Pressure Term It’s not symmetric! Can easily be observed when only two particles interact. Instead use this: Note that the pressure at each particle is computed first. Use the ideal gas state equation: p = k*  where k is a constant which depends on the temperature.

Viscosity Term Method used is similar to the one used for the pressure term.

Miscellaneous Other external forces are directly applied to the particles. Collisions: In case of collision the normal component of the velocity is flipped.

Smoothing Kernel Has an impact on the stability and speed of the simulation. –eg. Avoid square-roots for distance computation. Sample smoothing kernel: all points inside a radius of ‘h’ are considered for “smoothing”.

Surface Tracking and Visualization Define a quantity that is 1 at particle locations and 0 elsewhere (it’s called the color field). Smooth it out: Compute the gradient of this field:

Contd… If |n(r i )| > l, then the point is a surface point. l is a threshold parameter.

Results Interactive Simulation (5fps) Videos from Muller’s site:

Fluid-Fluid Interaction Results

References Rapid, Stable Fluid Dynamics for Computer Graphics – Michael Kass and David Miller – SIGGRAPH 1990 Particle-Based Fluid Simulation for Interactive Applications – Muller et. al., SCA 2003 Particle-Based Fluid-Fluid Interaction - M. Muller, B. Solenthaler, R. Keiser, M. Gross – SCA 2005