Synthesizing Waves from Animated Height Fields

Michael B. Nielsen, Andreas Soderstrom, Robert Bridson

Computer animated ocean waves for feature films are typically carefully choreographed to match the vision of the director and to support the telling of the story. The rough shape of these waves is established in the previsualization (previs) stage, where artists use a variety of modeling tools with fast feedback to obtain the desired look. This poses a challenge to the effects artists who must subsequently match the locked-down look of the previs waves with high-quality simulated or synthesized waves, adding the detail necessary for the final shot. We propose a set of automated techniques for synthesizing Fourier-based ocean waves that match a previs input, allowing
artists to quickly enhance the input wave animation with additional higher frequency detail that moves consistently with the coarse waves, tweak the wave shapes to flatten troughs and sharpen peaks if desired (as is characteristic of deep water waves), and compute a physically reasonable velocity field of the water analytically. These properties are demonstrated with several examples, including a previs scene from a visual effects production environment.

Synthesizing Waves from Animated Height Fields

Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology

Jun Wu, Christian Dick, Rudiger Westermann

Recent work has demonstrated that composite finite-elements provide an effective means for physically based modeling of deformable bodies. In this paper we present a number of highly effective improvements of previous work to allow for a high-performance and high-quality simulation of boundary surfaces of deformable bodies with changing topology, for instance, due to cuts and incisions. Starting at a coarse resolution simulation grid, along a cut we perform an adaptive octree refinement of this grid down to a desired resolution and iteratively pull the fine level finite-element equations to the coarse level. In this way, the fine level dynamics can be approximated with a small number of degrees of freedom at the coarse level. By embedding the hierarchical adaptive composite finite-element scheme into a geometric multigrid solver, and by exploiting the fact that during cutting only a small number of cells are modified in each time step, high update rates can be achieved for high resolution surfaces at very good approximation quality.  To construct a high quality surface that is accurately aligned with a cut, we employ the dual-contouring approach on the fine resolution level, and we instantly bind the constructed triangle mesh to the coarse grid via geometric constrains.

Interactive High-Resolution Boundary Surfaces for Deformable Bodies with Changing Topology

SIGGRAPH Course: Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue, and Faces

Miguel Otaduy, Bernd Bickel, Derek Bradley, Huamin Wang

In recent years, the field of computer animation has witnessed the invention of multiple simulation methods that exploit pre-recorded data to improve the performance and/or realism of dynamic deformations. Various methods have been presented concurrently, and they present differences, but also similarities, that have not yet been analyzed or discussed. This course focuses on the application of data-driven methods to three areas of computer animation, namely dynamic deformation of faces, soft volumetric tissue, and cloth. The course describes the particular challenges tackled in a data-driven manner, classifies the various methods, and also shares insights for the application to other settings.

The explosion of data-driven animation methods and the success of their results make this course extremely timely. Up till now, the proposed methods have remained familiar only at the research context, and have not made their way through computer graphics industry. This course aims to fit two main purposes. First, present a common theory and understanding of data-driven methods for dynamic deformations that may inspire the development of novel solutions, and second, bridge the gap with industry, by making data-driven approaches accessible. The course targets an audience consisting of both researchers and programmers in computer animation.

Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue, and Faces

SIGGRAPH Course: FEM Simulation of 3D Deformable Solids: A practitioner's guide to theory, discretization and model reduction

Eftychios Sifakis and Jernej Barbic

A practical guide to finite-element-method (FEM) simulation of 3D deformable solids reviews essential offline FEM simulation techniques: complex nonlinear materials, invertible treatment of elasticity, and model-reduction techniques for real-time simulation.

Simulations of deformable solids are important in many applications in computer graphics, including film special effects, computer games, and virtual surgery. FEM has become a popular method in many applications. Both offline simulation and real-time techniques have matured in computer graphics literature.

This course is designed for attendees familiar with numerical simulation in computer graphics who would like to obtain a cohesive picture of the various FEM simulation methods available, their strengths and weaknesses, and their applicability in various simulation scenarios. The course is also a practical implementation guide for the visual-effects developer, offering a very lean yet adequate synopsis of the underlying mathematical theory. The first section introduces FEM deformable-object simulation and its fundamental concepts, such as deformation gradient, strain, stress, and elastic energy, discusses corotational FEM models, isotropic hyperelasticity, and numerical methods such as conjugate gradients and multigrid. The second section presents the state of the art in model reduction techniques for real-time FEM solid simulation. Topics include linear modal analysis, modal warping, subspace simulation, domain decomposition, and which techniques are suitable for which application.

FEM Simulation of 3D Deformable Solids: A practitioner’s guide to theory, discretization and model reduction

Controlling Liquids Using Meshes

Karthik Raveendran, Nils Thuerey, Chris Wojtan, Greg Turk

We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping streams, separating sheets of fluid, surface waves and ripples. The first portion of our technique is a volume preserving morph that allows the animator to produce a plausible fluid-like motion from a sparse set of control meshes. By rasterizing the resulting control meshes onto the simulation grid, the mesh velocities act as boundary conditions during the projection step of the fluid simulation. We can then blend this motion together with uncontrolled fluid velocities to achieve a more relaxed control over the fluid that captures natural inertial effects. Our method can produce highly detailed liquid surfaces with control over sub-grid details by using a mesh-based surface tracker on top of a coarse grid-based fluid simulation. We can create ripples and waves on the fluid surface attracting the surface mesh to the control mesh with spring-like forces and also by running a wave simulation over the surface mesh. Our video results demonstrate how our control scheme can be used to create animated characters and shapes that are made of water.

Controlling Liquids Using Meshes

Smoke Sheets for Graph-Structured Vortex Filaments

Alfred Barnat, Nancy S. Pollard

Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. In an attempt to overcome the diffusion inherent to Eulerian grid-based simulators, a technique has recently been developed which represents velocity using a sparse set of vortex filaments. This has the advantage of providing an easily understandable and controllable model for fluid velocity, but is computationally expensive because each filament affects the fluid velocity over an unbounded region of the simulation space. We present an alternative to existing techniques which merge adjacent filament rings, instead allowing filaments to form arbitrary structures,and we develop a new set of reconnection criteria to take advantage of this filament graph. To complement this technique, we also introduce a method for smoke surface tracking and rendering designed to minimize the number of sample points without introducing excessive diffusion or blurring. Though this representation lends itself to straightforward real-time rendering, we also present a method which renders the thin sheets and curls of smoke as diffuse volumes using any GPU capable of supporting geometry shaders.

Smoke Sheets for Graph-Structured Vortex Filaments