Title: ModeSplitting for Highly Detail, Interactive Liquid Simulation
1Mode-Splitting for Highly Detail, Interactive
Liquid Simulation
H. Cords University of Rostock
Presenter Truong Xuan Quang
2Content
- 0. Abstract
- Introduction
- 2. Related work
- 3. Our Approach
- 4. Implement and Result
3Abstract
- 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
4Introduction
- 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 )
-
5Introduction
- 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
6Related 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..
7Our 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)
8Our Approach
9Our 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.
10Mode 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 -
11Mode 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
12Surface 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
13Implicit 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
14Implicit different method
15Implicit different method
1. Several radius wave propagations 2. Rain-Drop
3. A swimming object is moving
16Liquid 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
17SPH 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
18SPH
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
19SPH
Smoothing kernel for pressure and viscosity
20SPH
The liquid volume is discredited by particles
21SPH
22Collisions
- 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
23Free 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
24Free surface Extraction (2/2)
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
25Simulation 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
26Combine 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
27Rendering (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.
28Rendering (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
294.1 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
304.1 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
314.1 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
324.2 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
-
33Thank for your attention