Fluid Directed Rigid Body Control Using Deep Reinforcement Learning

Yunsheng Tian, Pingchuan Ma, Zherong Pan, Bo Ren, and Dinesh Manocha We present a learning-based method to control a coupled 2D system involving both fluid and rigid bodies. Our approach is used to modify the fluid/rigid simulator’s behavior by applying control forces only at the simulation domain boundaries. The rest of the domain, corresponding to […]

A Multi-Scale Model for Simulating Liquid-Fabric Interactions

Raymond (Yun) Fei, Christopher Batty, Eitan Grinspun, Changxi Zheng We propose a method for simulating the complex dynamics of partially and fully saturated woven and knit fabrics interacting with liquid, including the effects of buoyancy, nonlinear drag, pore (capillary) pressure, dripping, and convection-diffusion. Our model evolves the velocity fields of both the liquid and solid […]

A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling

Yuanming Hu, Yu Fang, Ziheng Ge, Ziyin Qu, Yixin Zhu, Andre Pradhana, Chenfanfu Jiang In this paper, we introduce the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM naturally leads to the formulation of Affine Particle-In-Cell (APIC) [Jiang et al. 2015] and Polynomial Particle-In-Cell [Fu et al. 2017] in a way that is consistent with […]

Animating Fluid Sediment Mixture in Particle-Laden Flows

Ming Gao, Andre Pradhana-Tampubolon, Xuchen Han, Qi Guo, Grant Kot, Eftychios Sifakis, Chenfanfu Jiang In this paper, we present a mixed explicit and semi-implicit Material Point Method for simulating particle-laden flows. We develop a Multigrid Preconditioned fluid solver for the Locally Averaged Navier-Stokes equation. This is discretized purely on a semi-staggered standard MPM grid. Sedimentation […]

tempoGAN: A Temporally Coherent, Volumetric GAN for Super-resolution Fluid Flow

You Xie, Erik Franz, MengYu Chu, Nils Thuerey We propose a temporally coherent generative model addressing the super-resolution problem for fluid flows. Our work represents a first approach to synthesize four-dimensional physics fields with neural networks. Based on a conditional generative adversarial network that is designed for the inference of three-dimensional volumetric data, our model […]

Water Surface Wavelets

Stefan Jeschke, Tomáš Skřivan, Matthias Müller-Fischer, Nuttapong Chentanez, Miles Macklin, Chris Wojtan The current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive. This paper […]

Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water

François Dagenais, Julián Guzmán, Valentin Vervondel, Alexander Hay, Sébastien Delorme, David Mould, and Eric Paquette We propose an approach for real-time shallow water simulation, building upon the virtual pipes model with multi-layered heightmaps. Our approach introduces the use of extended pipes which resolve flow through fully-flooded passages, which is not possible using current multi-layered techniques. […]

Pressure Boundaries for Implicit Incompressible SPH

Stefan Band, Christoph Gissler, Markus Ihmsen, Jens Cornelis, Andreas Peer, Matthias Teschner Implicit incompressible SPH (IISPH) solves a pressure Poisson equation (PPE). While the solution of the PPE provides pressure at fluid samples, the embedded boundary handling does not compute pressure at boundary samples. Instead, IISPH uses various approximations to remedy this deficiency. In this […]

A Skinned Tetrahedral Mesh for Hair Animation and Hair-Water Interaction

Minjae Lee, David Hyde, Michael Bao, Ronald Fedkiw We propose a novel framework for hair animation as well as hair-water interaction that supports millions of hairs. First, we develop a hair animation framework that embeds hair into a tetrahedralized volume mesh that we kinematically skin to deform and follow the exterior of an animated character. […]

Fast Fluid Simulations with Sparse Volumes on the GPU

Kui Wu, Nghia Truong, Cem Yuksel, Rama Hoetzlein We introduce efficient, large scale fluid simulation on GPU hardware using the fluid-implicit particle (FLIP) method over a sparse hierarchy of grids represented in NVIDIA GVDB Voxels. Our approach handles tens of millions of particles within a virtually unbounded simulation domain. We describe novel techniques for parallel […]