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Two-Scale Particle Simulation
We propose a two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. Our method uses a low- and a high-resolution simulation that run at the same time. While in the coarse simulation the whole fluid is represented by large particles, the fine level simulates only a subset of the fluid with small particles. The subset can be arbitrarily defined and also dynamically change over time to capture complex flows and small-scale surface details. The low- and high-resolution simulations are coupled by including feedback forces and defining appropriate boundary conditions. Our method offers the benefit that particles are of the same size within each simulation level. This avoids particle splitting and merging processes, and allows the simulation of very large resolution differences without any stability problems. The model is easy to implement, and we show how it can be integrated into a standard SPH simulation as well as into the incompressible PCISPH solver. Compared to the single-resolution simulation, our method produces similar surface details while improving the efficiency linearly to the achieved reduction rate of the particle number.
A Unified Lagrangian Approach to Solid-Fluid Animation
We present a framework for physics-based animation of deforming solids and fluids. By merging the equations of solid mechanics with the Navier-Stokes equations using a particle-based Lagrangian approach, we are able to employ a unified method to animate both solids and fluids as well as phase transitions. Central to our framework is a hybrid implicit-explicit surface generation approach which is capable of representing fine surface detail as well as handling topological changes in interactive time for moderately complex objects. The generated surface is represented by oriented point samples which adapt to the new position of the particles by minimizing the potential energy of the surface subject to geometric constraints. We illustrate our algorithm on a variety of examples ranging from stiff elastic and plasto-elastic materials to fluids with variable viscosity.
Particle-Based Fluid-Fluid Interaction
The interesting and complex behavior of fluids emerges mainly from
interaction processes. While interactions of fluids with static or
dynamic solids has caught some attention in computer graphics
lately, the mutual interaction of different types of fluids such
as air and water or water and wax has received much less attention
although these types of interaction are the basis for a variety of
important phenomena.
In this paper we propose a new technique to model fluid-fluid
interaction based on the Smoothed Particle Hydrodynamics (SPH)
method. For the simulation of air-water interaction, air particles
are generated on the fly only where needed. We also model dynamic
phase changes and interface forces. Our technique makes possible
the simulation of phenomena such as boiling water, trapped air and
the dynamics of a lava lamp.
Interaction of Fluids with Deformable Solids
In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is designed for the use in interactive systems such as virtual surgery simulators where the real-time interplay of liquids and surrounding tissue is important. In computer graphics, a variety of techniques have been proposed to model liquids and deformable objects at interactive rates. As important as the plausible animation of these substances is the fast and stable modeling of their interaction. The method we describe in this paper models the exchange of momentum between Lagrangian particle-based fluid models and solids represented by polygonal meshes. To model the solid-fluid interaction we use virtual boundary particles. They are placed on the surface of the solid objects according to Gaussian quadrature rules allowing the computation of smooth interaction potentials that yield stable simulations. We demonstrate our approach in an interactive simulation environment for fluids and deformable solids.
Interactive Blood Simulation for Virtual Surgery Based on Smoothed Particle Hydrodynamics
In this paper, we propose an interactive method based on Smoothed Particle
Hydrodynamics (SPH) to simulate blood as a fluid with free surfaces. While SPH
was originally designed to simulate astronomical objects, we gear the method towards
fluid simulation by deriving the force density fields directly from the Navier-Stokes
equation and by adding a term to model surface tension effects. In contrast to Eulerian
grid-based approaches, the particle-based approach makes mass conservation
equations and convection terms dispensable which reduces the complexity of the simulation.
In addition, the particles can directly be used to render the surface of the fluid.
Our method can be used in interactive surgical training systems with models of up to
3000 particles.
Particle-Based Fluid Simulation for Interactive Applications
Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces. The method is an extension of the SPH-based technique by Desbrun to animate highly deformable bodies. We gear the method towards fluid simulation by deriving the force density fields directly from the Navier-Stokes equation and by adding a term to model surface tension effects. In contrast to Eulerian grid-based approaches, the particle-based approach makes mass conservation equations and convection terms dispensable which reduces the complexity of the simulation. In addition, the particles can directly be used to render the surface of the fluid. We propose methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction. Our animation method is fast enough to be used in interactive systems and to allow for user interaction with models consisting of up to 5000 particles.
Publication not found: [Sol11]
- R. Keiser, B. Adams, D. Gasser, P. Bazzi, P. Dutré, M. Gross, A Unified Lagrangian Approach to Solid-Fluid Animation, Proceedings of the Symposium on Point-Based Graphics 2005, pp. 125-133 (Stony Brook, USA, June 21-22)
[Abstract]
[PDF] [Video] [Video] [Video] [Video] [Video]
- M. Müller, B. Solenthaler, R. Keiser, M. Gross, Particle-Based Fluid-Fluid Interaction, Proceedings of the Eurographics Symposium on Computer Animation 2005 '05, pp. 237-244 (Los Angeles, USA, July 29 - 31, 2005)
[Abstract]
[PDF] [Video] [Video] [Video] [Video]
- M. Müller, S. Schirm, M. Teschner, B. Heidelberger, M. Gross, Interaction of Fluids with Deformable Solids, Proceedings of Computer Animation and Virtual Worlds (CAVW), pp. 159-171 (CASA 2004, Geneva, Switzerland, July 7-9, 2004)
[Abstract]
[PDF] [Video] [Video] [Video] [Video]
- M. Müller, S. Schirm, M. Teschner, Interactive Blood Simulation for Virtual Surgery Based on SPH, Journal of Technology and Health Care, vol. 12, no. 1, 2004, pp. 25-31
[Abstract]
[PDF]
- M. Müller, D. Charypar, M. Gross, Particle-Based Fluid Simulation for Interactive Applications, Proceedings of ACM SIGGRAPH / EG Symposium on Computer Animation 2003, D. Breen, M. Lin (eds.), ACM NY, pp. 154-159 (ACM SIGGRAPH / EG Symposium on Computer Animation 2003, San Diego, CA, USA, July 26-27, 2003)
[Abstract]
[PDF] [Video]
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