Matching Fluid Simulation Elements to Surface Geometry and Topology

We introduce an Eulerian liquid simulation framework based on the Voronoi diagram of a potentially unorganized collection of pressure samples. Constructing the simulation mesh in this way allows us to place samples anywhere in the computational domain; we exploit this by choosing samples that accurately capture the geometry and topology of the liquid surface. When combined with high-resolution explicit surface tracking this allows us to simulate nearly arbitrarily thin features, while eliminating noise and other artifacts that arise when there is a resolution mismatch between the simulation and the surface—and allowing a precise inclusion of surface tension based directly on and at the same resolution as the surface mesh. In addition, we present a simplified Voronoi/Delaunay mesh velocity interpolation scheme, and a direct extension of embedded free surfaces and solid boundaries to Voronoi meshes.

Matching Fluid Simulation Elements to Surface Geometry and Topology

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SCA 2006

Physics-related papers from SCA 2006. The full list is available here, courtesy of Kesen-Huang.

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Eurographics 2008

Physics-oriented papers from Eurographics 2008.

Short papers:

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SCA 2007

Still filling in some older collections… Kesen maintains a complete list here.

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Eurographics 2009 papers

Looking backwards again… Kesen’s full page is here.

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SIGGRAPH 2006 papers

I noticed today that I’d catalogued physics papers from conferences between 2007 and the present, and that Simon Clavet had catalogued a large number of physics papers from various conferences prior to 2006, with some going back as far as 1992.  So in the interests of completeness, I thought I’d fill in a list for SIGGRAPH 2006.   Clearly Kesen maintains a more thorough list covering all of graphics, but I sometimes find it helpful to see just the physics ones alone.  (I might add a few of the other conferences/years I’ve missed at some point as well.)

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Eurographics 2007

Physics papers from Eurographics 2007:

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Tetrahedral Embedded Boundary Methods for Accurate and Flexible Adaptive Fluids

When simulating fluids, tetrahedral methods provide flexibility and ease of adaptivity that Cartesian grids find difficult to match. However, this approach has so far been limited by two conflicting requirements. First, accurate simulation requires quality Delaunay meshes and the use of circumcentric pressures. Second, meshes must align with potentially complex moving surfaces and boundaries, necessitating continuous remeshing. Unfortunately, sacrificing mesh quality in favour of speed yields inaccurate velocities and simulation artifacts. We describe how to eliminate the boundary-matching constraint by adapting recent embedded boundary techniques to tetrahedra, so that neither air nor solid boundaries need to align with mesh geometry. This enables the use of high quality, arbitrarily graded, non-conforming Delaunay meshes, which are simpler and faster to generate. Temporal coherence can also be exploited by reusing meshes over adjacent timesteps to further reduce meshing costs. Lastly, our free surface boundary condition eliminates the spurious currents that previous methods exhibited for slow or static scenarios. We provide several examples demonstrating that our efficient tetrahedral embedded boundary method can substantially increase the flexibility and accuracy of adaptive Eulerian fluid simulation.

Tetrahedral Embedded Boundary Methods for Accurate and Flexible Adaptive Fluids

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Improved Variational Guiding of Smoke Animations

Smoke animations are hard to art-direct because simple changes in parameters such as simulation resolution often lead to unpredictable changes in the final result. Previous work has addressed this problem with a guiding approach which couples low-resolution simulations – that exhibit the desired flow and behaviour – to the final, high-resolution simulation. This is done in such a way that the desired low frequency features are to some extent preserved in the high-resolution simulation. However, the steady (i.e. constant) guiding used often leads to a lack of sufficiently high detail, and employing time-dependent guiding is expensive because the matrix of the resulting set of equations needs to be recomputed at every iteration. We propose an improved mathematical model for Eulerian-based simulations which is better suited for dynamic, time-dependent guiding of smoke animations through a novel variational coupling of the low- and high-resolution simulations. Our model results in a matrix that does not require re-computation when the guiding changes over time, and hence we can employ time-dependent guiding more efficiently both in terms of storage and computational requirements. We demonstrate that time-dependent guiding allows for more high frequency detail to develop without losing correspondence to the low resolution simulation. Furthermore, we explore various artistic effects made possible by time-dependent guiding.

Improved Variational Guiding of Smoke Animations

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Heat Transfer Simulation for Modeling Realistic Winter Sceneries

This paper presents a physically based method for simulating the heat transfers between the different environmental elements to synthesize realistic winter sceneries. We simulate the snow fall over the ground, as well as the conductive, convective and radiative thermal transfers using a finite volume method according to the variations of air and dew point temperatures, the amount of snow, cloud cover and day-night cycles. Our approach takes into account phase changes such as snow melting into water or water freezing into ice.

Heat Transfer Simulation for Modeling Realistic Winter Sceneries

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