Simulation and Rendering of Liquid Foams Hendrik K - PowerPoint PPT Presentation

1 / 24
About This Presentation
Title:

Simulation and Rendering of Liquid Foams Hendrik K

Description:

Forces acting on spheres. Output sphere geometry. In ray-tracing step ... Forces acting on spheres due to. Contact with other spheres/bubbles. Viscosity. Air ... – PowerPoint PPT presentation

Number of Views:47
Avg rating:3.0/5.0
Slides: 25
Provided by: hein97
Category:

less

Transcript and Presenter's Notes

Title: Simulation and Rendering of Liquid Foams Hendrik K


1
Simulation and Rendering of Liquid FoamsHendrik
Kück (UBC, Vancouver)Christian Vogelgsang (FAU
Erlangen, Germany) Günther Greiner (FAU Erlangen,
Germany)
  • Graphics Interface 2002

2
Motivation
  • Liquid foams can be found in many places in the
    real world
  • Very difficult / impossible to recreate using
    standard techniques
  • extremely complex microscopic structures
  • unique optical properties
  • complex dynamic behaviour

3
Goals
  • Visually convincing simulation and rendering of
    liquid foams
  • Not Physically accurate
  • But Efficient
  • Interaction with external objects
  • Integration into existing raytracing systems

4
Outline
  • Structure and dynamics of liquid foams
  • Previous work
  • Simulation of foam dynamics
  • Shading
  • Results
  • Future Work

5
Structure of liquid foams
6
Structure of liquid foams
7
Dynamics of liquid foams
  • Viscoelastic, can behave like
  • Solids (elastic deformation)
  • Fluids (viscous flow)
  • Film rupture
  • Rising bubbles

8
Previous work
  • Physics
  • Durian, 19952D foam dynamics
  • Computer Graphics
  • Almgren Sullivan, 1993Surface Evolver,
    Interference Colours
  • Icart Arquès, 19992D foam, Interference
    colours
  • Glassner, 2000Soap bubbles, Interference
    colours
  • Durikovic, 2000Soap bubble dynamics,Mass-spring-
    damper system

9
General approach
  • Use simple model in simulation step
  • Fixed size spheres
  • No explicit computation of foam micro geometry
  • Forces acting on spheres
  • Output sphere geometry
  • In ray-tracing step
  • Reconstruct liquid films and Plateau borders
  • Use appropriate shading models

10
Bubble ? Bubble Forces
  • Soap films minimize surface area due to surface
    tension

11
Bubble ? Bubble Forces
  • Soap films minimize surface area due to surface
    tension

12
Bubble ? Bubble Forces
  • Soap films minimize surface area due to surface
    tension

13
Bubble ? Bubble Forces
  • Soap films minimize surface area due to surface
    tension

120
14
Bubble ? Bubble Forces
  • Model with 2 spring forces per pair of
    overlapping spheres
  • Attractive force
  • Repulsive force

15
Simulation
  • Forces acting on spheres due to
  • Contact with other spheres/bubbles
  • Viscosity
  • Air resistance
  • Gravity
  • Contact with external objects
  • Assumption Bubbles have no mass
  • ? Forces have to add up to 0 for each bubble
  • Results in 1. order ODE system

16
Simulation
  • Start with randomly generated bubbles
  • Initial simulation to get a stable configuration
  • For each animation frame
  • Randomly add/remove spheres
  • Numerical integration to compute sphere positions
    for that point in time
  • Generate sphere geometry
  • Flatten spheres at external objects

17
Rendering
  • Special shader
  • Invoked at every ray/sphere intersection
  • Has to
  • Decide if intersection corresponds to Plateau
    border or liquid film
  • Perform shading using corresponding shading model

18
Shading model selection
  • Base decision on the order in which the ray
    enters and leaves spheres
  • Shading only for some intersections
  • Approximate separating films by averaging of
    adjacent intersections

Bubble 1
Bubble 2
19
Plateau Borders
  • 2 different cases
  • Overlap of 3 spheres
  • Empty space between spheres

20
Liquid Film Shading
  • Fresnel reflection
  • (Interference Effects)

21
Plateau Border Shading
  • High curvature
  • Refraction total reflection randomize light
    direction
  • Our shading model
  • Simple light diffusion approximation (multiple
    scattering)
  • Single scattering

22
Results
  • Implemented for Mental Ray as combination of
    geometry shader and material shader

Resolution 800x630 700 bubbles 4 s.
simulation 40 s. rendering
23
Future work
  • Improve shading models
  • Interference effects
  • Simulation of multiple scattering
  • Level of detail approach
  • Efficient simulation and rendering of arbitrary
    dense foams at arbitrary scale

24
Questions
?
?
?
  • Acknowledgements
  • This project was supported by Animation/VFX (SZM
    Studios, Munich, Germany)
  • Special thanks to Horst Hadler and Michael
    Kellner
Write a Comment
User Comments (0)
About PowerShow.com