Adaptive Cloud Simulation Using Position Based Fluids

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Presentation transcript:

Adaptive Cloud Simulation Using Position Based Fluids Charles Welton Ferreira Barbosa Yoshinori Dobashi Yamamoto Tsuyoshi Hokkaido University

Overview Introduction Related Work Proposed Method Results Conclusion

Introduction Visual simulation of clouds synthesizing images of outdoor scenes flight simulators, movies, computer games, etc procedural or physically-based approaches [Dobashi00] [Schpok 2003] [Gardner 1985] [Miyazaki02]

Introduction Physically-based approach realistic shapes and motions simulation of atmospheric fluid dynamics grid-based methods only [Gardner 1985] [Schpok 2003] [Dobashi00] [Miyazaki02]

example images by our method Our Goal Particle-based simulation of clouds position-based fluids + cloud dynamics adaptive simulation efficient simulation using GPU example images by our method

Overview Introduction Related Work Proposed Method Results Conclusion

Related Work Procedural approach Fractals [Voss83] Textured ellipsoids [Gardner85] Metaballs + noise function [Ebert97] Spectral synthesis [Sakas93] Real-time modeling/rendering system [Schpok03] [Garder85] [Ebert97] [Schpok03]

Related Work Physically-based approach Numerical solution of atmospheric fluid dynamics [Kajiya84, Miyazaki01, Miyazaki02, Dobashi08] No particle-based methods [Miyazaki01] [Miyazaki02] [Dobashi08]

Related Work Particle-based methods for fluids Smoothed particle hydrodynamics (SPH) [Muller03, Solenthaler09, Ihmsen14] Position-based fluids (PBF) [Muller07, Macklin13, Macklin14] We use PBF for simulating clouds [Cornelis14] [Macklin13]

Overview Introduction Related Work Proposed Method Results Conclusion

Proposed Method Overview of cloud formation process Simulation method Adaptive particles

Overview of Cloud Formation Process Ground is heated by the sun. The cloud formation process is as follows. First, when there are no clouds, the ground is heated by the sun, as shown in this figure.

Overview of Cloud Formation Process Air parcels start to move upward. buoyancy force air parcels Next, due to the heat from the ground, the air near the ground starts to move upward due to the thermal buoyancy forces.

Overview of Cloud Formation Process Temperature of air parcels decreases. adiabatic cooling As the air parcels move upward, their temperature decreases. This phenomenon is called an adiabatic expansion or cooling.

Overview of Cloud Formation Process Clouds are generated due to phase transition phase transition (vapor cloud) Next, at a certain altitude, the phase transition occurs, that is, the water vapor in the air parcels become water droplet, or clouds, as shown in this figure.

Overview of Cloud Formation Process latent heat is liberated due to phase transition phase transition (vapor cloud) At the same time when the phase transition occurs, so-called latent heat is librated. This phenomena is very important for the cloud formation.

Overview of Cloud Formation Process latent heat is liberated due to phase transition phase transition (vapor cloud) additional buoyancy Because the latent heat creates additional buoyancy forces.

Overview of Cloud Formation Process latent heat is liberated due to phase transition phase transition (vapor cloud) additional buoyancy This buoyancy forces promote the cloud growth further into higher regions. Our method synthesize the desired shape of the clouds by controlling the amount of this latent heat. further cloud growth

Proposed Method Overview of cloud formation process Simulation method Adaptive particles

Simulation Method simulation space

Simulation Method boundary particles simulation space (periodic boundary) (periodic boundary)

position-based fluids Simulation Method boundary particles simulation space position, p mass, m velocity, (ux, uy) temperature, T vapor density, v cloud density, w position-based fluids cloud formation (periodic boundary) (periodic boundary) boundary particles

Simulation Method Processes during a single time step 1. heat from the ground 2. buoyancy force 3. adiabatic cooling 4. phase transition 5. latent heat 6. update particle positions with PBF

1. Heat from the Ground Increase temperature of particle i near ground: temperature temperature of external heat source time

2. Buoyancy Force Buoyancy force for particle i : temperature ambient temperature cloud density thermal buoyancy gravity kb, kg : user-specified coefficients z : unit vertical vector

3. Adiabatic Cooling Decrease temperature of particle i: temperature dry adiabatic lapse rate (user-specified) vertical speed of particle i time

a : phase transition rate Update cloud/vapor density of particle i: cloud density a : phase transition rate gi : saturation vapor vapor density

5. Latent Heat Update temperature of particle i : latent heat coefficient (user-specified) temperature amount of clouds generated by phase transition

6. Update Particle Positions with PBF Modify particle positions to satisfy : solved by using the Taylor’s expansion (see [Macklin13] for details) density of particle i particle positions rest density

Simulation Method Processes during a single time step 1. heat from the ground 2. buoyancy force 3. adiabatic cooling 4. phase transition 5. latent heat 6. PBF

Experimental Result (2D) Scattered and unrealistic clouds Smoothing of temperature field

7. Smoothing of Temperature Field Update temperature to satisfy smooth constraint: solved by using the Taylor’s expansion (see paper for details)

Experimental Result (2D) Obtained smoothed and better results without smoothing with smoothing

Proposed Method Overview of Cloud Formation Process Simulation method Adaptive particles

Adaptive Particles Split and merge particles where necessary Energy function for split/merge determination We use [Adams07] for split/merge processes GPU implementation [Adam07]

user-specified coefficient Energy Function Areas of interest : cloud regions split where clouds are generated merge where clouds disappear Simple energy function using cloud density: cloud density user-specified coefficient

Energy Function cloud forming, split no clouds, merge E (shape energy) wi (cloud density) E (shape energy) user-specified thresholds no clouds, merge

GPU Implementation Split : straight forward Merge : incorrect merging

GPU Implementation Split : straight forward Merge : incorrect merging

GPU Implementation Split : straight forward Merge : incorrect merging independent merging

GPU Implementation Split : straight forward Merge : incorrect merging thread 1 thread 2 thread 3

GPU Implementation Split : straight forward Merge : incorrect merging thread 1 thread 1 thread 2 thread 3

GPU Implementation Split : straight forward Merge : incorrect merging thread 2 thread 1 thread 1 thread 2 thread 3

GPU Implementation Split : straight forward Merge : incorrect merging thread 2 thread 1 thread 1 thread 2 thread 3 thread 3

GPU Implementation Split : straight forward Merge : incorrect merging thread 2 thread 1 thread 1 thread 2 independent merging thread 3 thread 3

GPU Implementation Use of grid to avoid incorrect merging

GPU Implementation Use of grid to avoid incorrect merging

GPU Implementation Use of grid to avoid incorrect merging generate threads for each red cell

GPU Implementation Use of grid to avoid incorrect merging generate threads for each red cell select single particle inside each cell and merge it

GPU Implementation Use of grid to avoid incorrect merging move to the next cells

GPU Implementation Use of grid to avoid incorrect merging select single particle inside each cell and merge it

GPU Implementation Use of grid to avoid incorrect merging move to the next cells

GPU Implementation Use of grid to avoid incorrect merging select single particle inside each cell and merge it repeat several times

GPU Implementation Use of grid to avoid incorrect merging

Experimental Result (2D) cloud density

Experimental Result (2D) energy function

Experimental Result (2D) subdivision level

Overview Introduction Related Work Proposed Method Results Conclusion

Results Computer Rendering CPU: Corei7-4770K, 16 GB memory GPU: NVIDIA GeForce GTX 780 Ti Rendering mental ray (Autodesk MAYA 2014)

Results non adaptive adaptive Example 1 840k particles 540k particles video

Results Average performance for single time step [milliseconds] PBF Smoothing Cloud Dynamics Split/ Merge Total Ex. 1 (w/o adaptive) 1087 112 19 - 1218 (w adaptive) 629 65 13 30 737 Ex. 2 1292 137 20 1449 749 72 14 31 866 [milliseconds]

1.6x faster when using adaptive method Results Average performance for single time step PBF Smoothing Cloud Dynamics Split/ Merge Total Ex. 1 (w/o adaptive) 1087 112 19 - 1218 (w adaptive) 629 65 13 30 737 Ex. 2 1292 137 20 1449 749 72 14 31 866 1.6x faster when using adaptive method [milliseconds]

Conclusions/Future Work Particle-based cloud simulation position-based fluids smoothing of temperature field adaptive method GPU implementation Future Work detailed shapes and motions