Feedback Control of Cumuliform Cloud Formation Based on Computational Fluid Dynamics

Clouds play an important role for creating realistic images of outdoor scenes. In order to generate realistic clouds, many methods have been developed for modeling and animating clouds. One of the most effective approaches for synthesizing realistic clouds is to simulate cloud formation processes based on the atmospheric fluid dynamics. Although this approach can create realistic clouds, the resulting shapes and motion depend on many simulation parameters and the initial status. Therefore, it is very difficult to adjust those parameters so that the clouds form the desired shapes. This paper addresses this problem and presents a method for controlling the simulation of cloud formation. In this paper, we focus on controlling cumuliform cloud formation. The user specifies the overall shape of the clouds. Then, our method automatically adjusts parameters during the simulation in order to generate clouds forming the specified shape. Our method can generate realistic clouds while their shapes closely match to the desired shape.

Feeback Control of Cumuliform Cloud Formation Based on Computational Fluid Dynamics

Low Viscosity Flow Simulations for Animation

We present a combination of techniques to simulate turbulent fluid flows in 3D. Flow in a complex domain is modeled using a regular rectilinear grid with a finite-difference solution to the incompressible Navier-Stokes equations. We propose the use of the QUICK advection algorithm over a globally high resolution grid. To calculate pressure over the grid, we introduce the Iterated Orthogonal Projection (IOP) framework. In IOP a series of orthogonal projections ensures that multiple conditions such as non-divergence and boundary conditions arising through complex domains shapes or moving objects will be satisfied simultaneously to specified accuracy. This framework allows us to use a simple and highly efficient multigrid method to enforce non-divergence in combination with complex domain boundary conditions. IOP is amenable to GPU implementation, resulting in over an order of magnitude improvement over a CPU-based solver. We analyze the impact of these algorithms on the turbulent energy cascade in simulated fluid flows and the resulting visual quality.

Low Viscosity Flow Simulations for Animation

Density Contrast SPH Interfaces

To simulate multiple fluids realistically many important interaction effects have to be captured accurately.
Smoothed Particle Hydrodynamics (SPH) has shown to be a simple, yet flexible method to cope with many fluid simulation problems in a robust way. Unfortunately, the results obtained when using SPH to simulate miscible fluids are severely affected, especially if density ratios become large. The undesirable effects reach from unphysical density and pressure variations to spurious and unnatural interface tensions, as well as severe numerical instabilities. In this work, we present a formulation based on SPH which can handle density discontinuities at interfaces between multiple fluids correctly without increasing the computational costs compared to standard SPH. The basic idea is to replace the density computation in SPH by a measure of particle densities and consequently derive new formulations for pressure and viscous forces. The new method enables the user to select the desired amount of interface tension according to the simulation problem at hand. We succeed to stably simulate multiple fluids with high density contrasts without the above described artifacts apparent in standard SPH simulations.

Density Contrast SPH Interfaces

Two-Way Coupling of Fluids to Rigid and Deformable Solids and Shells

We propose a novel solid/fluid coupling method that treats the coupled system in a fully implicit manner making it stable for arbitrary time steps, large density ratios, etc. In contrast to previous work in computer graphics, we derive our method using a simple back-of-the-envelope approach which lumps the solid and fluid momenta together, and which we show exactly conserves the momentum of the coupled system. Notably, our method uses the standard Cartesian fluid discretization and does not require (moving) conforming tetrahedral meshes or ALE frameworks. Furthermore, we use a standard Lagrangian framework for the solid, thus supporting arbitrary solid constitutive models, both implicit and explicit time integration, etc. The method is quite general, working for smoke, water, and multiphase fluids as well as both rigid and deformable solids, and both volumes and thin shells. Rigid shells and cloth are handled automatically without special treatment, and we support fully one-sided discretizations without leaking. Our equations are fully symmetric, allowing for the use of fast solvers, which is a natural result of properly conserving momentum. Finally, for simple explicit time integration of rigid bodies, we show that our equations reduce to a form similar to previous work via a single block Gaussian elimination operation, but that this approach scales poorly, i.e. as though in four spatial dimensions rather than three.

Two-Way Coupling of Fluids to Rigid and Deformable Solids and Shells

Evolving Sub-Grid Turbulence for Smoke Animation

We introduce a simple turbulence model for smoke animation, qualitatively capturing the transport, diffusion, and spectral cascade of turbulent energy unresolved on a typical simulation grid. We track the mean kinetic energy per octave of turbulence in each grid cell, and a novel “net rotation” variable for modeling the self-advection of turbulent eddies. These additions to a standard fluid solver drive a procedural post-process, layering plausible dynamically evolving turbulent details on top of the large-scale simulated motion. Finally, to make the most of the simulation grid before jumping to procedural sub-grid models, we propose a new multistep predictor to alleviate the nonphysical dissipation of angular momentum in standard graphics fluid solvers.

Evolving Sub-Grid Turbulence for Smoke Animation

Accurate Viscous Free Surfaces for Buckling, Coiling and Rotating Liquids

We present a fully implicit Eulerian technique for simulating free surface viscous liquids which eliminates artifacts in previous approaches, efficiently supports variable viscosity, and allows the simulation of more compelling viscous behaviour than previously achieved in graphics. Our method exploits a variational principle which automatically enforces the complex boundary condition on the shear stress at the free surface, while giving rise to a simple discretization with a symmetric positive definite linear system. We demonstrate examples of our technique capturing realistic buckling, folding and coiling behavior. In addition, we explain how to handle domains whose boundary comprises both ghost fluid Dirichlet and variational Neumann parts, allowing correct behaviour at free surfaces and solid walls for both our viscous solve and the variational pressure projection of [Batty et al. 2007].

Accurate Viscous Free Surfaces for Buckling, Coiling and Rotating Liquids

Visual Simulation of Shockwaves

We present an efficient method for visual simulations of shock phenomena in compressible, inviscid fluids. Our algorithm is derived from one class of the finite volume method especially designed for capturing shock propagation, but offers improved efficiency through physically-based simplification and adaptation for graphical rendering. Our technique is well suited for parallel implementation on multicore architectures and is also capable of handling complex, bidirectional object-shock interactions stably and robustly. We describe its applications to various visual effects, including explosion, sonic booms and turbulent flows.

Visual Simulation of Shockwaves

Wavelet Turbulence for Fluid Simulation

We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.

Wavelet Turbulence for Fluid Simuation

Bubbles Alive

We propose a hybrid method for simulating multiphase fluids such as bubbly water. The appearance of subgrid visual details is improved by incorporating a new bubble model based on smoothed particle hydrodynamics (SPH) into an Eulerian grid-based simulation that handles background flows of large bodies of water and air. To overcome the difficulty in simulating small bubbles in the context of the multiphase flows on a coarse grid, we heuristically model the interphase properties of water and air by means of the interactions between bubble particles. As a result, we can animate lively motion of bubbly water with small scale details efficiently.

Bubbles Alive

Porous Flow in Particle-Based Fluid Simulations

This paper presents the simulation of fluid flowing through a porous deformable material. We introduce the physical principles governing porous flow, expressed by the Law of Darcy, into the Smoothed Particle Hydrodynamics (SPH) framework for simulating fluids and deformable objects. Contrary to previous SPH approaches, we simulate porous flow at a macroscopic scale, making abstraction of individual pores or cavities inside the material. Thus, the number of computational elements is kept low, while at the same time realistic simulations can be achieved. Our algorithm models the changing behavior of the wet material as well as the full two-way coupling between the fluid and the porous material. This enables various new effects, such as the simulation of sponge-like elastic bodies and water-absorbing sticky cloth.

Porous Flow in Particle-Based Fluid Simulation