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Computer Animation Rick Parent Computer Animation Algorithms and Techniques Fluids
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Computer Animation Rick Parent Superficial models v. Deep models Water waves Wrinkles in skin and cloth Hair Clouds OR Computational Fluid Dynamics Cloth weave Physical properties of a strand of hair Computational Fluid Dynamics Directly model visible properties Model underlying processes that produce the visible properties (comes up throughout graphics, but particularly relevant here)
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Computer Animation Rick Parent Superficial Models for Water Still waters Small amplitude waves The anatomy of waves ocean waves running downhill Main problem with water Changes shape Changes topology
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Computer Animation Rick Parent Simple Wave Model - Sinusoidal Distance-amplitude
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Computer Animation Rick Parent Simple Wave Time-amplitude at a location
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Computer Animation Rick Parent Simple Wave
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Computer Animation Rick Parent Simple Wave
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Computer Animation Rick Parent Sum of Sinusoidals
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Computer Animation Rick Parent Sum of Sinusoidals Normal vector perturbation Height field
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Computer Animation Rick Parent Ocean Waves s – distance from source t – time A – maximum amplitude C – propogation speed L – wavelength T – period of wave
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Computer Animation Rick Parent Movement of a particle Q – average orbital speed S – steepness of the wave T – time to complete orbit H – twice the amplitude In idealized wave, no transport of water
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Computer Animation Rick Parent Breaking waves If Q exceeds C => breaking wave If non-breaking wave, steepness is limited Observed steepness between 0.5 and 1.0
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Computer Animation Rick Parent Airy model of waves Relates depth of water, propagation speed and wavelength g - gravity As depth decreases, C approaches As depth increases, C approaches
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Computer Animation Rick Parent Implication of depth on waves approaching beach at an angle Wave tends to straighten out – closer sections slow down
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Computer Animation Rick Parent Wave in shallow water C an L are reduced T remains the same A (H) remain the same or increase Q remains the same Waves break
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Computer Animation Rick Parent See book for details of modeling ocean waves from article by Peachey
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Computer Animation Rick Parent Model for Transport ofWater h – water surface b – ground v – water velocity
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Computer Animation Rick Parent Model for Transport ofWater Relates Acceleration Difference in adjacent velocities Acceleration due to gravity
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Computer Animation Rick Parent Model for Transport ofWater Relates Temporal change in the height Spatial change in amount of water d = h(x) – b(x)
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Computer Animation Rick Parent Model for Transport ofWater Small fluid velocity Slowly varying depth Use finite differences to model - see book
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Computer Animation Rick Parent Models for Clouds Basic cloud types Physics of clouds Visual characteristics, rendering issues Early approaches Volumetric cloud modeling
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Computer Animation Rick Parent Basic Cloud Types Example forces of formation Convection Convergence lifting along frontal boundaries Lifting due to mountains Height – water v. ice composition cumulus stratus cirrus nimbus heap layer curl of hair rain cirr – high alto – mid-level
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Computer Animation Rick Parent Visual characteristics 3D Amorphous Turbulent Complex shading Semi-transparent Self-shadowing Reflective (albedo)
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Computer Animation Rick Parent Early Approach - Gardner Early flight simulator research Static model for the most part Sum of overlaping semi-transparent hollow ellipsoids Taper transparency from edges to center See his paper from SIGGRAPH 1985
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Computer Animation Rick Parent Other approaches Particle systems implicit functions Volumetric representations
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Computer Animation Rick Parent Dave Ebert
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Computer Animation Rick Parent Models for Fire Procedural 2D Particle system Other approaches
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Computer Animation Rick Parent Models for Fire - 2D
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Computer Animation Rick Parent Models for Fire - particle system Derived from Reeves’ paper on particle systems
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Computer Animation Rick Parent Particle System Fire
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Computer Animation Rick Parent Combustion examples Show Fedkiw’s work
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Computer Animation Rick Parent Computational Fluid Dynamics (CFD) Fluid - a substance, as a liquid or gas, that is capable of flowing and that changes its shape at a steady rate when acted upon by a force. Compressible – changeable density Steady state flow – motion attributes are constant at a point Viscous – resists flow; Newtonian fluid has linear stresss-strain rate Vortices – circular swirls
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Computer Animation Rick Parent Grid-based Particle-based method Hybrid method General Approaches
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Computer Animation Rick Parent CFD equations To solve: discretize cells discrete equations numerically solve mass is conserved momentum is conserved energy is conserved Usually not modeled in computer animation
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Computer Animation Rick Parent CFD
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Computer Animation Rick Parent Conservation of mass (2D) u A r v Time rate of mass change in volume = rate of mass entering Small control volume: x by y by 1 A = x * y Mass inside CV: Time rate of mass change in volume
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Computer Animation Rick Parent Conservation of mass (2D) u A r v Time rate of mass change in volume = rate of mass entering Small control volume: x by y by 1 A = x * y Amount of mass entering from left: Difference between left and right:
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Computer Animation Rick Parent Conservation of mass (2D) u A r v Time rate of mass change in volume = rate of mass entering If incompressible Divergence operator
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Computer Animation Rick Parent Conservation of momentum Momentum in CV changes as the result of: Mass flowing in and out Collisions of adjacent fluid (pressure) Random interchange of fluid at boundary
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Computer Animation Rick Parent Conservation of momentum in 2D Rate of change of u-momentum within CV u-Momentum entering: Difference in x: Difference in y: Pressure difference in x :
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Computer Animation Rick Parent Conservation of momentum in 2D
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Computer Animation Rick Parent Conservation of momentum (3D) x direction y direction z direction Material derivative
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Computer Animation Rick Parent Navier-Stokes (for graphics)
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Computer Animation Rick Parent Viscosity, etc. h V Hooke’s law: in solid, stress is proportional to strain Fluid continuously deforms under an applied shear stress Newtonian fluid: stress is linearly proportional to time rate of strain Water, air are Newtonian; blood in non-Newtonian
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Computer Animation Rick Parent Stokes Relations Extended Newtonian idea to multi-dimensional flows
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Computer Animation Rick Parent Stokes Hypothesis Choose so that normal stresses sum to zero
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Computer Animation Rick Parent Conservation of momentum with viscosity
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Computer Animation Rick Parent Incompressible, Steady 2-D flow Kinematic viscosity
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Computer Animation Rick Parent 2D Euler Equations – no viscosity If incompressible
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Computer Animation Rick Parent 2D Equations review
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