Target-driven liquid animation with interfacial discontinuities

We propose a novel method of controlling a multi-phase fluid so that it flows into a target shape in a natural way. To preserve the sharp detail of the target shape, we represent it as an implicit function and construct the level-set of that function. Previous approaches add the target-driven control force as an external term, which then becomes attenuated during the velocity projection step, making the convergence process unstable and causing sharp detail to be lost from the target shape. But we calculate the force on the fluid from the pressure discontinuity at the interface between phases, and integrate the control force into the projection step so as to preserve its effect. The control force is calculated using an enhanced version of the ghost fluid method (GFM), which guarantees that the fluid flows from the source shape and converges into the target shape, while achieving a more natural animation than other approaches. Our control force is merged during the projection step avoiding the need for a post-optimization process to eliminate divergence at the liquid interface. This makes our method easy to implement using existing fluid engines and it incurs little computational overhead. Experimental results show the accuracy and robustness of this technique.

Target-driven liquid animation with interfacial discontinuities

Eulerian Motion Blur

This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable solids, clothes, and several other kinds of objects, and produce satisfactory results. As there is no specific reason to discriminate fluids from the above objects, one may consider applying an existing motion blur technique to render fluids. However, here we show that existing motion blur techniques are intended for simulations carried out in the Lagrangian framework, and are not suited to Eulerian simulations. Then, we propose a new motion blur technique that is suitable for rendering Eulerian simulations.

Eulerian Motion Blur

Animating Corrosion and Erosion

In this paper, we present a simple method for animating natural phenomena such as erosion, sedimentation, and acidic corrosion. We discretize the appropriate physical or chemical equations using finite differences, and we use the results to modify the shape of a solid body. We remove mass from an object by treating its surface as a level set and advecting it inward, and we deposit the chemical and physical byproducts into simulated fluid. Similarly, our technique deposits sediment onto a surface by advecting the level set outward. Our idea can be used for off-line high quality animations as well as interactive applications such as games, and we demonstrate both in this paper.

Animating Corrosion and Erosion

Velocity-Based Shock Propagation for Multibody Dynamics Animation

Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are large-scale simulations with highly organized and structured stacking. We present a stable, robust, and versatile method for multibody dynamics simulation. Novel contributions include a new, explicit, fixed time-stepping scheme for velocity-based complementarity formulations using shock propagation with a simple reliable implementation strategy for an iterative complementarity problem solver specifically optimized for multibody dynamics.

Velocity-Based Shock Propagation for Multibody Dynamics Animation

Impulse-Based Dynamic Simulation in Linear Time

This paper describes an impulse-based dynamic simulation method for articulated bodies which has a linear time complexity. Existing linear-time methods are either based on a reduced-coordinate formulation or on Lagrange multipliers. The impulse-based simulation has advantages over these well-known methods. Unlike reduced-coordinate methods, it handles nonholonomic constraints like velocity-dependent ones and is very easy to implement. In contrast to Lagrange multiplier methods the impulse-based approach has no drift problem and an additional stabilisation is not necessary. The presented method computes a simulation step in O(n) time for acyclic multi-body systems containing equality constraints. Closed kinematic chains can be handled by dividing the model into different acyclic parts. Each of these parts is solved independently from each other. The dependencies between the single parts are solved by an iterative method. In the same way inequality constraints can be integrated in the simulation process in order to handle collisions and permanent contacts with dynamic and static friction.

Impulse-Based Dynamic Simulation in Linear Time

Fast Fluid Simulation using Residual Distribution Schemes

We present a fast method for physically-based animation of fluids on adaptive, unstructured meshes. Our algorithm is capable of correctly handling large-scale fluid forces, as well as their interaction with elastic objects. Our adaptive mesh representation can resolve boundary conditions accurately while maintaining a high level of
efficiency.

Fast Fluid Simulation using Residual Distribution Schemes

Solving General Shallow Wave Equations on Surfaces

We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate
water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit
schemes for solving the external forces applied to water, including gravity and surface tension. We also present a
two-way coupling method to model interactions between fluid and floating rigid objects. Water flows in this system
can be simulated not only on planar surfaces by using regular grids, but also on curved surfaces directly without
surface parametrization. The experiments show that our system is fast, stable, physically sound, and straightforward
to implement on both CPUs and GPUs. It is capable of simulating a variety of water effects including:
shallow waves, water drops, rivulets, capillary events and fluid/floating rigid body coupling. Because the system
is fast, we can also achieve real-time water drop control and shape design.

Solving General Shallow Wave Equations on Surfaces

Stable Advection-Reaction-Diffusion Systems

Turing first theorized that many biological patterns arise through the processes of reaction and diffusion. Subsequently, reaction-diffusion systems have been studied in many fields, including computer graphics. We first show that for visual simulation purposes, reaction-diffusion equations can be made unconditionally stable using a variety of straightforward methods. Second, we propose an anisotropy embedding that significantly expands the space of possible patterns that can be generated. Third, we show that by adding an advection term, the simulation can be coupled to a fluid simulation to produce visually appealing flows. Fourth, we couple fast marching methods to our anisotropy embedding to create a painting interface to the simulation. Unconditional stability to maintained throughout, and our system runs at interactive rates. Finally, we show that on the Cell processor, it is possible to implement reaction-diffusion on top of an existing fluid solver with no significant performance impact.

Stable Advection-Reaction-Diffusion Systems

Real-Time Breaking Waves for Shallow Water Simulations

We present a new method for enhancing shallow water
simulations by the effect of overturning waves. While full
3D fluid simulations can capture the process of wave breaking,
this is beyond the capabilities of a pure height field
model. 3D simulations, however, are still too expensive for
real-time applications, especially when large bodies of water
need to be simulated. The extension we propose overcomes
this problem and makes it possible to simulate scenes
such as waves near a beach, and surf riding characters in
real-time. In a first step, steep wave fronts in the height field
are detected and marked by line segments. These segments
then spawn sheets of fluid represented by connected particles.
When the sheets impinge on the water surface, they
are absorbed and result in the creation of particles representing
drops and foam. To enable interesting applications,
we furthermore present a two-way coupling of rigid bodies
with the fluid simulation. The capabilities and efficiency of
the method will be demonstrated with several scenes, which
run in real-time on today’s commodity hardware.

Real-Time Breaking Waves for Shallow Water Simulations