Weakly Compressible SPH for Free Surface Flows

We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompressibility, time-consuming solvers for the Poisson equation are avoided by allowing for small, user-defined density fluctuations. We also discuss an improved surface tension model that is particularly appropriate for single-phase free-surface flows. The proposed model is compared to existing models and experiments illustrate the accuracy of the approach for free surface flows. Combining the proposed methods, volume-preserving low-viscosity liquids can be efficiently simulated using SPH. The approach is appropriate for medium-scale and small-scale phenomena. Effects such as splashing and breaking waves are naturally handled.

Weakly Compressible SPH for Free Surface Flows

Liquid Simulation on Lattice-Based Tetrahedral Meshes

“This paper describes a simulation method for animating the behavior of incompressible liquids with complex free surfaces. The region occupied by the liquid is discretized with a boundary-conforming tetrahedral mesh that grades from fine resolution near the surface to coarser resolution in the interior. At each time step, semi-Lagrangian techniques are used to advect the fluid and its boundary forward, and a new conforming mesh is constructed over the fluid-occupied region. The tetrahedral meshes are built using a variation of the body centered cubic lattice structure that allows octree grading and deviation from the lattice structure at boundaries. The semi-regular mesh structure can be generated rapidly and allows efficient computation and storage while still conforming well to boundaries and providing a mesh-quality guarantee. Pressure projection is performed using an algebraic multigrid method, and a thickening scheme is used to reduce volume loss when fluid features shrink below mesh resolution. Examples demonstrate that the method can capture complex liquid motions that include fine detail on the free surfaces without suffering from excessive amounts of volume loss or artificial damping.”

Liquid Simulation on Lattice-Based Tetrahedral Meshes

Textured Liquids Based on the Marker Level Set

“In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids
and their surface textures.”

Textured Liquids Based on the Marker Level Set

Wave Particles

“We present a new method for the real-time simulation of fluid surface waves and their interactions with floating objects. The method is based on the new concept of wave particles, which offers a simple, fast, and unconditionally stable approach to wave simulation. We show how graphics hardware can be used to convert wave particles to a height field surface, which is warped horizontally to account for local wave-induced flow. The method is appropriate for most fluid simulation situations that do not involve significant global flow. It is demonstrated to work well in constrained areas, including wave reflections off of boundaries, and in unconstrained areas, such as an ocean surface. Interactions with floating objects are easily integrated by including wave forces on the objects and wave generation due to object motion. Theoretical foundations and implementation details are provided, and experiments demonstrate that we achieve plausible realism. Timing studies show that the method is scalable to allow simulation of wave interaction with several hundreds of objects at real-time rates.”

Wave Particles

Adaptively Sampled Particle Fluids

“We present novel adaptive sampling algorithms for particle-based
fluid simulation. We introduce a sampling condition based on geometric
local feature size that allows focusing computational resources
in geometrically complex regions, while reducing the number
of particles deep inside the fluid or near thick flat surfaces. Further
performance gains are achieved by varying the sampling density
according to visual importance. In addition, we propose a novel
fluid surface definition based on approximate particle–to–surface
distances that are carried along with the particles and updated appropriately.
The resulting surface reconstruction method has several
advantages over existing methods, including stability under
particle resampling and suitability for representing smooth flat surfaces.
We demonstrate how our adaptive sampling and distancebased
surface reconstruction algorithms lead to significant improvements
in time and memory as compared to single resolution particle
simulations, without significantly affecting the fluid flow behavior.”

Adaptively Sampled Particle Fluids

A Fast Variational Framework for Accurate Solid-Fluid Coupling

“Physical simulation has emerged as a compelling animation technique, yet current approaches to coupling simulations of fluids and solids with irregular boundary geometry are inefficient or cannot handle some relevant scenarios robustly. We propose a new variational approach which allows robust and accurate solution on relatively coarse Cartesian grids, allowing possibly orders of magnitude faster simulation. By rephrasing the classical pressure projection step as a kinetic energy minimization, broadly similar to modern approaches to rigid body contact, we permit a robust coupling between fluid and arbitrary solid simulations that always gives a well-posed symmetric positive semi-definite linear system. We provide several examples of efficient fluid-solid interaction and rigid body coupling with sub-grid cell flow. In addition, we extend the framework with a new boundary condition for free-surface flow, allowing fluid to separate naturally from solids.”

A Fast Variational Framework for Accurate Solid-Fluid Coupling

A Variational Approach to Eulerian Geometry Processing

“We present a purely Eulerian framework for geometry processing of surfaces and foliations. Contrary to current Eulerian methods used in graphics, we use conservative methods and a variational interpretation, offering a unified framework for routine surface operations such as smoothing, offsetting, and animation. Computations are performed on a fixed volumetric grid without recourse to Lagrangian techniques such as triangle meshes, particles, or path tracing. At the core of our approach is the use of the Coarea Formula to express area integrals over isosurfaces as volume integrals. This enables the simultaneous processing of multiple isosurfaces, while a single interface can be treated as the special case of a dense foliation. We show that our method is a powerful alternative to conventional geometric representations in delicate cases such as the handling of high-genus surfaces, weighted offsetting, foliation smoothing of medical datasets, and incompressible fluid animation.”

 A Variational Approach to Eulerian Geometry Processing

While ostensibly a geometry processing paper, it would appear to have applications to surface tracking for liquid animation, so I’m going include it.

Curl-Noise for Procedural Fluid Flow

“Procedural methods for animating turbulent fluid are often preferred over simulation, both for speed and for the degree of animator control. We offer an extremely simple approach to efficiently generating turbulent velocity fields based on Perlin noise, with a formula that is exactly incompressible (necessary for the characteristic look of everyday fluids), exactly respects solid boundaries (not allowing fluid to flow through arbitrarily-specified surfaces), and whose amplitude can be modulated in space as desired. In addition, we demonstrate how to combine this with procedural primitives for flow around moving rigid objects, vortices, etc.”

 Curl-Noise for Procedural Fluid Flow

Simulation of Bubbles in Foam with the Volume Control Method

“Liquid and gas interactions often contain bubbles that stay for a
long time without bursting on the surface, making a dry foam structure.
Such long lasting bubbles simulated by the level set method
can suffer from a slow but steady volume error that accumulates
to a visible amount of volume change. We propose to address this
problem by using the volume control method. We trace the volume
change of each connected region, and apply a carefully computed
divergence that compensates undesired volume changes. To
compute the divergence, we construct a mathematical model of the
volume change, choose control strategies that regulate the modeled
volume error, and establish methods to compute the control gains
that provide robust and fast reduction of the volume error, and (if
desired) the control of how the volume changes over time.”

Simulation of Bubbles in Foam with the Volume Control Method

Advections with Significantly Reduced Dissipation and Diffusion

“Back and forth error compensation and correction (BFECC) was recently developed for interface computation using a level set method. We show that BFECC can be applied to reduce dissipation and diffusion encountered in a variety of advection steps, such as velocity, smoke density, and image advections on uniform and adaptive grids and on a triangulated surface. BFECC can be implemented trivially as a small modification of the first-order upwind or semi-Lagrangian integration of advection equations. It provides second-order accuracy in both space and time. When applied to level set evolution, BFECC reduces volume loss significantly. We demonstrate the benefits of this approach on image advection and on the simulation of smoke, bubbles in water, and the highly dynamic interaction between water, a solid, and air. We also apply BFECC to dye advection to visualize vector fields.”

Advections with Significantly Reduced Dissipation and Diffusion