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Mode-Splitting for Highly Detail, Interactive Liquid Simulation

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Title: Mode-Splitting for Highly Detail, Interactive Liquid Simulation


1
Mode-Splitting for Highly Detail, Interactive
Liquid Simulation
H. Cords University of Rostock
Presenter Truong Xuan Quang
2
Content
  • 0. Abstract
  • Introduction
  • 2. Related work
  • 3. Our Approach
  • 4. Implement and Result

3
Abstract
  • A new technique for highly detailed interactive
    liquid simulation
  • Separated low-frequency (LF) and high-frequency
    (HF)
  • LF free surface wave, 2D wave equation
  • HF liquid follow, 3D Navier-Stock equation
  • Rendering in 2.5 D
  • Simulation liquid follow according to gravity,
    ground, obstacles and interaction with impacts,
    moving impact, etc

4
Introduction
  • Real-time liquid simulation can be classified as
    follows
  • Empirical (expert) surface simulation
  • Physically-based surface simulation
  • (wave equation)
  • Physically-based volume simulation
  • (Navier-Stokes equations )

5
Introduction
  • The Goal mode-splitting to increase quality of
    the simulate liquid.
  • Moving obstacles, rain, surface wave generation,
    etc
  • Splitting based
  • Navier-Stockes based method Fluid flow, movement
    of free surface
  • 2D wave equation fast solve wave equation
  • Finally combines the advantages of both
    physically-based approaches
  • Limitation not valid in splashing or breaking
    wave

6
Related work
  • Simulation and rendering liquids and effected
    (e.g. Carlson et al. 2004 Hong and Kim 2005
    Guendelman et al. 2005 Muller et al. 2005).
  • The Navier-Stokes equations are usually solved
    with particle-based systems (e.g Smoothed
    Particle Hydrodynamics - SPH), Adabala and
    Manohar 2002.
  • In Stam and Fiume 1995 the first real-time
    approach using SPH is presented.
  • Interactive simulation of fluids was introduced
    in Stam 1999
  • Execution on the GPU with reasonable frame rates
    Harris-2005
  • Solving the wave equation was presented Yuksel
    et al. 2007
  • And etc..

7
Our Approach
  • Goal for simulation real-time and large scale
  • Lagrangian methods few particles
  • Liquid volume Small grid size (Eulerain)
  • Propose model-slitting method to simulate highly
    detailed surface described by 2D wave equation
    is solve by FDM and liquid flow by Navier-Stockes
    equations there is solve with the (SPH)

8
Our Approach
9
Our Approach
  • For visualization we use a height field-based
    rendering approach most liquid surface can be
    rendered appropriately as height fields.
  • However, complex liquid phenomena, such as
    breaking waves or splashes, cannot be visualized
    as height fields.

10
Mode Splitting
c speed of light l amplify frequency Nth mode
  • Using oceanography the method is used to
    simulated high frequency waves is external
    gravity waves-included by tide and atmospheric
    pressure, water waves, free surface water.
  • And low frequency waves Internal gravity wave
    included by wind and density gradients, vertical
    turbulences.
  • Different algorithms are used, external and
    internal algorithms are solved separately with
    different time steps

11
Mode Splitting
  • Moving external waves need to be solved at small
    time steps
  • The slow moving internal waves are more expensive
    to solve (due to complex turbulences), large time
    step can be used
  • We used the 2D equation for surface simulation
    and a 3D SPH-based Navier-Stokes equations solver
    for volume flow simulation

12
Surface simulation
The general wave equation describes the
propagations of wave in time t and space x,
liquid surface wave the 2D Wave equation can be
used, describing the circular wave Propagation
Laplace operator in 2D and c is the velocity at
the which wave propagate across The wave equation
can be solved with Eulerian finite difference
approach
13
Implicit different method
a is constant, mgt0 is integer and time step
size kgt0, with hl/m
for each i0, 1, m
for each i0, 1, m
14
Implicit different method
15
Implicit different method
1. Several radius wave propagations 2. Rain-Drop
3. A swimming object is moving
16
Liquid simulation
Navier-Stokes equations
V is velocity filed ? the pressure field µ
viscosity f external force
Conservation of mass (continuity equation ) in
rest position
Incompressible liquids, density is constant
Resulting in the mass conservation
17
SPH for real-time simulation
  • Simple and fast handling of boundary conditions
    as collisions
  • Mass conservation is guaranteed (number of
    particles const mass of each particle const)
  • Nonlinear convective acceleration
    can be neglected

18
SPH
SPH (Smooth Particle Hydro-dynamics) is an
simulation method for particle systems defined
at discrete particle locations can be evaluated
everywhere in the space.
Continuous field quantities distributed in the
local neighborhood according to the discrete
particle positions and the smoothing kernels
Wh(x).
Scalar quantities A(x) can be estimated for n
particles as
19
SPH
Smoothing kernel for pressure and viscosity
20
SPH
The liquid volume is discredited by particles
21
SPH
22
Collisions
  • Collisions of liquids particles with objects are
    using a force vector field surrounding collision
    objects

Where d is the closet distance between object and
particle nObject is normal vector of the object
at the points closet object Fcol is acting on
each particle being close to collision
objects V reflect velocity, friction
coefficient
23
Free surface Extraction
  • Generated height surface number of neighbors
    potential F for n particles with position xi
    (i1..n) is determined by the following spherical
    potential
  • These particles can be detected according to
    their actual number of neighbors
  • Threshold (condition of the smoothness), to
    reduce unwanted surface ripples cause by the
    discrete sampling of the liquids

24
Free surface Extraction (2/2)
  • Depending kinetic energy

n particles vi velocities mi mass (i1..m)
If Ekin exceeds a defined of threshold, no
smoothing occurs Else bellow threshold, the
number of smoothing steps is increased, until
the Maximum number of smoothing step is reach
25
Simulation time-steps
  • Surface simulation (wave equation) and volume
    simulation (SPH) should be synchronized

Example of time step (TS) Synchronization,
Ntime3 WE is solved 3 times, while Navier-Stockes
is solve once
26
Combine surface and volume simulation
  • Final surface just depends on the different field
    resolution
  • SPH generated surface Xsph x Ysph
  • Wave equation surface size XWE x YWE

27
Rendering (1/2)
  • Using cube map contain the environment for
    approximating the effects.
  • Surface variation (position and normal)
    calculating reflection and refraction vectors.
  • Reflection and refraction is described by
    Fresnel equation.

28
Rendering (2/2)
  • Planar light map is generated via light ray
    tracing using Snells law
  • Other liquid can be also applied, simple liquid
    like
  • milk, cola, oil.

WE
SPH
29
4.1 Implementation and Results
  • Using OpenGL 2.0 and shading language GLSL in
    C, dual core PC 2.6 GHz AMD Athlon 64 CPU.
  • 2 GBs of RAM and graphics card ATIRadeon x 1900
    GPU.
  • Using Parallel implementation with one core
    simulation SPH and one core solving wave equation

30
4.1 Implementation and Results
  • Performance of the technique mainly depend on the
    following parameter
  • Number of SPH particles
  • XSPH . YSPH
  • XWE . YWE
  • Results of experiments show that SPH simulation
    account for 40-70 of the run time-less than 4000
    particles.
  • Disadvantage is impossible to visualize 3D liquid
    effects like splashes, breaking waves, cause by
    2.5D rendering approach
  • (2D WE 3D SPH rendering)2.5D

31
4.1 Implementation and Results
  • Advantaged
  • Volume interaction (moving glass of water,
    obstacles)
  • Surface interaction (rain, moving objects)
  • Automatic, natural and global flow
  • Object moving with the follow
  • Simulation pool or sea

32
4.2 Conclusion and future work
  • Simulation of the low frequency liquid flow and
    the high frequency free surface waves are
    separated
  • 2D WE and 3D fluid (SPH-method) presented
    realistic and highly detailed results
  • Future works
  • Simulation in real-time environments at high
    frame rates, better rendering approach.
  • GPU or PPU (Physic Processing Unit) for physical
    calculations.
  • Applied for larger liquid volume

33
Thank for your attention
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