Blending Liquids

Karthik Raveendran, Chris Wojtan, Nils Thuerey, Greg Turk

We present a method for smoothly blending between existing liquid animations. We introduce a semi-automatic method for matching two existing liquid animations, which we use to create new fluid motion that plausibly interpolates the input. Our contributions include a new space-time non-rigid iterative closest point algorithm that incorporates user guidance, a subsampling technique for efficient registration of meshes with millions of vertices, and a fast surface extraction algorithm that produces 3D triangle meshes from a 4D space-time surface. Our technique can be used to instantly create hundreds of new simulations, or to interactively explore complex parameter spaces. Our method is guaranteed to produce output that does not deviate from the input animations, and it generalizes to multiple dimensions. Because our method runs at interactive rates after the initial precomputation step, it has potential applications in games and training simulations.

Blending Liquids

Codimensional Surface Tension Flow on Simplicial Complexes

Bo Zhu, Ed Quigley, Matthew Cong, Justin Solomon, and Ron Fedkiw

Many visually interesting natural phenomena are characterized by thin liquid sheets, long filaments, and droplets. We present a new Lagrangian-based numerical method to simulate these codimensional surface tension driven phenomena using non-manifold simplicial complexes. Tetrahedra, triangles, segments, and points are used to model the fluid volume, thin films, filaments, and droplets, respectively. We present a new method for enforcing fluid incompressibility on simplicial complexes along with a physically-guided meshing algorithm to provide temporally consistent information for interparticle forces. Our method naturally allows for transitions between codimensions, either from tetrahedra to triangles to segments to points or vice versa, regardless of the simulation resolution. We demonstrate the efficacy of this method by simulating various natural phenomena that are characterized by thin fluid sheets, filaments, and surface tension effects.

Codimensional Surface Tension Flow on Simplicial Complexes

 

Detailed Water with Coarse Grids: Combining Surface Meshes and Adaptive Discontinuous Galerkin

Essex Edwards, Robert Bridson

We present a new adaptive fluid simulation method that captures a high resolution surface with precise dynamics, without an inefficient fine discretization of the entire fluid volume. Prior adap- tive methods using octrees or unstructured meshes carry large over- heads and implementation complexity. We instead stick with coarse regular Cartesian grids, using detailed cut cells at boundaries, and discretize the dynamics with a p-adaptive Discontinuous Galerkin (DG) method. This retains much of the data structure simplicity of regular grids, more efficiently captures smooth parts of the flow, and offers the flexibility to easily increase resolving power where needed without geometric refinement.

Detailed Water with Coarse Grids: Combining Surface Meshes and  Adaptive Discontinuous Galerkin

SPH Fluids in Computer Graphics

Markus Ihmsen, Jens Orthmann, Barbara Solenthaler, Andreas Kolb, and Matthias Teschner

Smoothed Particle Hydrodynamics (SPH) has been established as one of the major concepts for fluid animation in computer graphics. While SPH initially gained popularity for interactive free-surface scenarios, it has emerged to be a fully fledged technique for state-of-the-art fluid animation with versatile effects. Nowadays, complex scenes with millions of sampling points, one- and two-way coupled rigid and elastic solids, multiple phases and additional features such as foam or air bubbles can be computed at reasonable expense. This state-of-the-art report summarizes SPH research within the graphics community.

SPH Fluids in Computer Graphics

Deformation Embedding for Point-Based Elastoplastic Simulation

B. Jones, S. Ward, A. Jallepalli, J. Perenia, and A. W. Bargteil

We present a straightforward, easy-to-implement, point-based approach for animating elastoplastic materials. The core idea of our approach is the introduction of embedded space, the least-squares best fit of the material’s rest state into three dimensions. Nearest neighbor queries in the embedded space efficiently update particle neighborhoods to account for plastic flow. These queries are simpler and more efficient than remeshing strategies employed in mesh-based finite element methods. We also introduce a new estimate for the volume of a particle, allowing particle masses to vary spatially and temporally with fixed density. Our approach can handle simultaneous extreme elastic and plastic deformations. We demonstrate our approach on a variety of examples that exhibit a wide range of material behaviors.

Deformation Embedding for Point-Based Elastoplastic Simulation

Enhancements to Model-Reduced Fluid Simulation

Dan Gerszewski, Ladislav Kavan, Peter-Pike Sloan, Adam W. Bargteil

We present several enhancements to model-reduced fluid simulation that allow improved simulation bases and two-way solid-fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data driven or artistically derived bases with more general analytic bases derived from Laplacian Eigenfunctions. We handle two-way solid-fluid coupling in a time-splitting fashion—we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid-fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies.

Enhancements to Model-Reduced Fluid Simulation

Large-Scale Liquid Simulation on Adaptive Hexahedral Grids

Florian Ferstl, Rudiger Westermann, Christian Dick

Regular grids are attractive for numerical fluid simulations because they give rise to efficient computational kernels. However, for simulating high resolution effects in complicated domains they are only of limited suitability due to memory constraints. In this paper we present a method for liquid simulation on  an adaptive octree grid using a hexahedral finite element discretization, which reduces memory requirements by coarsening the elements in the interior of the liquid body. To impose free surface boundary conditions with second order accuracy, we incorporate a particular class of Nitsche methods enforcing the Dirichlet boundary conditions for the pressure in a variational sense. We then show how to construct a multigrid hierarchy from the adaptive octree grid, so that a time efficient geometric multigrid solver can be used. To improve solver convergence, we propose a special treatment of liquid boundaries via composite finite elements at coarser scales. We demonstrate the effectiveness of our method for liquid simulations that would require hundreds of millions of simulation elements in a non-adaptive regime.

Large-Scale Liquid Simulation on Adaptive Hexahedral Grids

Robust Simulation of Small-Scale Thin Features in SPH-based Free Surface Flows

Xiaowei He, Huamin Wang, Fengjun Zhang, Hongan Wang, Guoping Wang, Kun Zhou

Smoothed particle hydrodynamics (SPH) is efficient, mass preserving, and flexible in handling topological changes. However, small-scale thin features are difficult to simulate in SPH-based free surface flows, due to a number of robustness and stability issues. In this paper, we address this problem from two perspectives: the robustness of surface forces and the numerical instability of thin features. We present a new surface tension force scheme based on a free surface energy functional, under the diffuse interface model. We develop an efficient way to calculate the air pressure force for free surface flows, without using air particles. Compared with previous surface force formulae, our formulae are more robust against particle sparsity in thin feature cases. To avoid numerical instability on thin features, we propose to adjust the internal pressure force by estimating the internal pressure at two scales and filtering the force using a geometry-aware anisotropic kernel. Our result demonstrates the effectiveness of our algorithms in handling a variety of small-scale thin liquid features, including thin sheets, thin jets, and water splashes.

Robust Simulation of Small-Scale Thin Features in SPH-based Free Surface Flows

IISPH-FLIP for Incompressible Fluids

J. Cornelis, M. Ihmsen, A. Peer, M. Teschner

We propose to use Implicit Incompressible Smoothed Particle Hydrodynamics (IISPH) for pressure projection and boundary handling in Fluid-Implicit-Particle (FLIP) solvers for the simulation of incompressible fluids. This novel combination addresses two issues of existing SPH and FLIP solvers, namely mass preservation in FLIP and efficiency and memory consumption in SPH. First, the SPH component enables the simulation of incompressible fluids with perfect mass preservation. Second, the FLIP component efficiently enriches the SPH component with detail that is comparable to a standard SPH simulation with the same number of particles, while improving the performance by a factor of 7 and significantly reducing the memory consumption. We demonstrate that the proposed IISPH-FLIP solver can simulate incompressible fluids with a quantifiable, imperceptible density deviation
below 0:1%. We show large-scale scenarios with up to 160 million particles that have been processed on a single desktop PC using only 15GB of memory. One- and two-way coupled solids are illustrated.

IISPH-FLIP for Incompressible Fluids

A Semi-Lagrangian Closest Point Method for Deforming Surfaces

Stefan Auer, Rudiger Westermann

We present an Eulerian method for the real-time simulation of intrinsic fluid dynamics effects on deforming
surfaces. Our method is based on a novel semi-Lagrangian closest point method for the solution of partial
differential equations on animated triangle meshes.We describe this method and demonstrate its use to com-
pute and visualize flow and wave propagation along such meshes at high resolution and speed. Underlying
our technique is the efficient conversion of an animated triangle mesh into a time-dependent implicit repre-
sentation based on closest surface points. The proposed technique is unconditionally stable with respect to the
surface deformation and, in contrast to comparable Lagrangian techniques, its precision does not depend on
the level of detail of the surface triangulation.

A Semi-Lagrangian Closest Point Method for Deforming Surfaces