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533D: Animation Physics

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Fluid Simulation 1 [Chentanez 11] [Thürey 10] [Pfaff 10]
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Page 1: 533D: Animation Physics

Fluid Simulation

1

[Chentanez 11][Thürey 10] [Pfaff 10]

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Computational Fluid Dynamics

3

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Graphics

Why don’t we just take existing models from CFD for Computer Graphics applications?

4

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Graphics

Performance

5

Accuracy

Where’s my water? Disney

Why don’t we just take existing models from CFD for Computer Graphics applications?

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Graphics

6

Visual result Control

Why don’t we just take existing models from CFD for Computer Graphics applications?

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“It’s a common misconception that visual effects are about simulating reality. They’re not. Reality is boring. Visual effects are about simulating something dramatic,”

- Jonathan Cohen, Rhythm&Hues

Graphics

Why don’t we just take existing models from CFD for Computer Graphics applications?

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Films

The Abyss, 89

Fluid effects were animated manually, e.g. digitally painting

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Films

Antz, 98

First film with fluid simulation

-> very time consuming

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Films

Pirates of the Caribbean 3, 07

Control was key: manipulate

physics to meet creative goals

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Films

The Day After Tomorrow, 04

Foam, mist, more animator control

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Controlling fluid sims is an

active area of research

12

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Fluids in production

“We used a variety of

tools and tricks to

control the simulated

water”

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Fluids in production

Scanline

Scanline VFX: 2012

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Fluids in games

Real-time, stability

• Dimension reduction

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Fluids in games

Real-time, stability

16

Portal 2

• Dimension reduction

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Films vs Video Games

Offline Stanford Lighthouse

17

[Losasso 08]

[Chentanez 11]

Real-time NVIDIA Lighthouse

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Spatial Discretization

Langrangian viewpoint Eulerian viewpoint

- Particles represent the fluid, carry quantities

- Fluid motion by moving particles

- Fixed spatial locations

- Measure quantities as it flows past

You are in the balloon floating along with

the wind, measuring the pressure,

temperature, humidity etc of the air that’s

flowing alongside you

You are stuck on the ground, measuring

the pressure, temperature, humidity etc of

the air that’s flowing past

doing a

weather

report

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Notation Reminder

Nabla operator:

20

- Gradient (scalar -> vector):

- Divergence (vector -> scalar):

• Laplace operator (scalar->scalar):

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Visual Vector Calculus

21

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Navier-Stokes Equations

2 differential equations describing velocity field over time

Conservation of momentum:

Conservation of mass:

22

F=ma

u = velocityp = pressure

= densityg = gravity

= viscosity

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Derivation of Momentum Equation

Imagine single blob of fluid p:

23

m = massV = volumeu = velocity

• Start with Newton’s second law:

• Rewrite as:

Page 22: 533D: Animation Physics

What Forces Act on p?

Gravity:

Pressure:- Consider nearby fluid

- Force: negative gradient-> towards largest pressure decrease / low pressure areas

Compute with:

24

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• Diffusion

- Laplacian

- Strength: dynamic viscosity coefficient

- Compute with:

What Forces Act on p? (2)

Viscosity- “Internal friction”

- More accurately: diffusion of (relative)

velocities

25

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Viscous Material

26

Losasso et al., Multiple Interacting Liquids, Siggraph 06

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• Diffusion

- Laplacian

- Strength: dynamic viscosity coefficient

- Compute with:

What Forces Act on p? (2)

Viscosity- “Internal friction”

- More accurately: diffusion of velocities

27

Note: Particle systems always need viscosity to stabilize system

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Total Forces on p

28

Forces so far.

Divide by mass

Newton’s 2nd law

(2)

(1)

(3)

(4)

(5)Rearrange, using kinematic viscosity

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Material Derivative

Change of a quantity q(t,x) during motion:

29

expanded through multivariate chain rule

use grad, velocity

correcting for how much of that change is due just to differences in the fluid flowing past (inflow / outflow at x)(temperature is changing because hot air is being replaced by cold air)

2

how fast q is changing at fixed point in space x(temperature is decreasing because of cooling-down)

1

• We have fluid moving in a velocity field u, possessing some scalar quantity q(t,x)

material derivative

total derivative of q with respect to time

Page 28: 533D: Animation Physics

Navier-Stokes Equations

30

how fast q is changing at

fixed point in space x

(temperature is decreasing

because of cooling-down)

inflow / outflow at x

(temperature is changing

because hot air is being

replaced by cold air) 2

1

Note: This term not needed for particle-based fluids

Momentum equation:

Mass conservation equation:

Page 29: 533D: Animation Physics

Very small volume change in water: 10m: ≈ 200kPa → 0.0045%4000m: ≈ 40‘000kPa → 1.8%

33

• Small effect on how fluids move at macroscopic level → Water is treated as incompressible

• Incompressibility

Mass Conservation

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Mass Conservation

34

• Divergence-free:

“what goes in somewhere, must go out somewhere else”

Per unit volume:

+1

+2

+4

-7

Page 31: 533D: Animation Physics

Spatial Discretization: grid-

based methods

Grid discretization- Cubical cells

- Pressure and velocity defined at center

38

p(i,j)

u(i,j)

Page 32: 533D: Animation Physics

Staggered grid (MAC grid)- Cubical cells

- Pressure defined at center

- Velocity componentsdefined on faces of cells

39

p(i,j)

v(i,j-1/2)

u(i-1/2,j)

v(i,j+1/2)

u(i+1/2,j)

+ Staggering more stable, second order accurate

- Evaluate velocity at any point through interpolation

Spatial Discretization: grid-

based methods

Page 33: 533D: Animation Physics

How do we evaluate gradient, divergence, laplacians, etc on a grid?

Finite difference method (FDM)

40

p(i,j)

u(i,j)

Spatial Discretization: grid-

based methods

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41

Example: Grid Laplacian

),(),(),(2

2

2

2

yxuy

yxux

yxu

Discretizing on a grid with cell size h:

2

,1,1,,1,1

,

4

h

uuuuuu

jijijijiji

ji

Page 35: 533D: Animation Physics

Computation Order

42

Advection Body Force DiffusionPressure Solve

Requires systems of linear equations to be solved at every

time step

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Further Reading

Bridson et al., Fluid Simulation Course, Siggraph Course Notes 2006/2007 http://www.cs.ubc.ca/~rbridson/fluidsimulation/

Cline et al., Fluid Flow for the Rest of Us: Tutorial of the Marker and Cell Method in Computer Graphicshttp://people.sc.fsu.edu/~jburkardt/pdf/fluid_flow_for_the_rest_of_us.pdf

43

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72

Smoothed Particle Hydrodynamics (SPH)

Spatial Discretization: particle-

based methods

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Particle Fluids

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Resolution - 40K vs 4M

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30M - Opaque Surface

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Simple Particle System

mi

vi fi

xi

emitter

-> Smoothed Particle Hydrodynamics (SPH): With particle-particle interaction based on NS eqs

• Without particle-particle interaction - Simple and fast- Fuzzy objects like fire, clouds, smoke

• Particles generated by emitters, deleted when lifetime is exceeded

• Forces -> velocities -> positions

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SPH Simulations in Films

Lord of the Rings 3

Superman Returns

Page 43: 533D: Animation Physics

SPH Simulations in Games

81

Alice: Madness Returns

Epic Mickey

Portal 2

Page 44: 533D: Animation Physics

Spatial Discretization

Eulerian viewpoint

84

- Particles represent the fluid, carry quantities

- Fluid motion by moving particles

- Fixed spatial locations

- Measure quantities as it flows past

Langrangian viewpoint

Page 45: 533D: Animation Physics

Spatial Discretization

Eulerian viewpoint

Neighbor search

Advection

Splashes, droplets

Smooth surfaces

Parameters

Langrangian viewpoint

Pros and Cons

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Particles - Observations

89

Advection Body Force DiffusionPressure Solve

No advection needed

Viscosity always needed

Neighborhood size 30-40, dynamically changing!

One linear equation / particle

Many SPH solvers do not explicitly enforce incompressibility

Page 47: 533D: Animation Physics

NS in the Lagrangian Viewpoint

90

// Multiply by density

Force densities f (F/V)

// a=F/m

// rho*a=F/V

SPH Literature in Graphics:- [Müller03] Particle-Based Fluid Simulation for Interactive Applications- [Bridson / Müller07] Fluid Simulation Course Notes, Siggraph 2007- [Ihmsen13] State of the art report, SPH Fluids in Computer Graphics

Page 48: 533D: Animation Physics

Computation Order

91

Diffusion / VPressure Force / V

Body Force / V

Neighbor Search

Density, Pressure

Computed all at once

Page 49: 533D: Animation Physics

Required reading for next class

Smoothed Particle Hydrodynamics“Particle-Based Fluid Simulation for Interactive Applications”, Muller et al., 2003

Position-based Fluids“Position Based Fluids”, Macklin & Muller, 2014

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Page 50: 533D: Animation Physics

Reminder

Project Ideas

• Send me brief description by next Tuesday (1 para) Team info, topic, etc.

93


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