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1.
Capturing fine details of turbulence on a coarse grid is one of the main tasks in real‐time fluid simulation. Existing methods for doing this have various limitations. In this paper, we propose a new turbulence method that uses a refined second vorticity confinement method, referred to as robust second vorticity confinement, and a synthesis scheme to create highly turbulent effects from coarse grid. The new technique is sufficiently stable to efficiently produce highly turbulent flows, while allowing intuitive control of vortical structures. Second vorticity confinement captures and defines the vortical features of turbulence on a coarse grid. However, due to the stability problem, it cannot be used to produce highly turbulent flows. In this work, we propose a robust formulation to improve the stability problem by making the positive diffusion term to vary with helicity adaptively. In addition, we also employ our new method to procedurally synthesize the high‐resolution flow fields. As shown in our results, this approach produces stable high‐resolution turbulence very efficiently.  相似文献   

2.
We present a novel particle‐based method for stable simulation of elasto‐plastic materials. The main contribution of our method is an implicit numerical integrator, using a physically‐based model, for computing particles that undergo both elastic and plastic deformations. The main advantage of our implicit integrator is that it allows the use of large time steps while still preserving stable and physically plausible simulation results. As a key component of our algorithm, at each time step we compute the particle positions and velocities based on a sparse linear system, which we solve efficiently on the graphics hardware. Compared to existing techniques, our method allows for a much wider range of stiffness and plasticity settings. In addition, our method can significantly reduce the computation cost for certain range of material types. We demonstrate fast and stable simulations for a variety of elasto‐plastic materials, ranging from highly stiffelastic materials to highly plastic ones.  相似文献   

3.
Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the actual importance function used may not closely resemble the light distribution in the scene. In this paper, we present Table‐driven Adaptive Importance Sampling (TAIS), a sampling technique that augments existing importance functions with tabular importance maps that direct sampling towards undersampled regions of path space. The importance maps are constructed lazily, relying on information gathered during the course of sampling. During sampling the importance maps act either in parallel with or as a preprocess to existing importance sampling methods. We show that our adaptive importance maps can be effective at reducing variance in a number of rendering situations.  相似文献   

4.
Recently, many techniques using computational fluid dynamics have been proposed for the simulation of natural phenomena such as smoke and fire. Traditionally, a single grid is used for computing the motion of fluids. When an object interacts with a fluid, the resolution of the grid must be sufficiently high because the shape of the object is represented by a shape sampled at the grid points. This increases the number of grid points that are required, and hence the computational cost is increased. To address this problem, we propose a method using multiple grids that overlap with each other. In addition to a large single grid (a global grid) that covers the whole of the simulation space, separate grids (local grids) are generated that surround each object. The resolution of a local grid is higher than that of the global grid. The local grids move according to the motion of the objects. Therefore, the process of resampling the shape of the object is unnecessary when the object moves. To accelerate the computation, appropriate resolutions are adaptively‐determined for the local grids according to their distance from the viewpoint. Furthermore, since we use regular (orthogonal) lattices for the grids, the method is suitable for GPU implementation. This realizes the real‐time simulation of interactions between objects and smoke.  相似文献   

5.
We present a general method to intuitively create a wide range of locomotion controllers for 3D legged characters. The key of our approach is the assumption that efficient locomotion can exploit the natural vibration modes of the body, where these modes are related to morphological parameters such as the shape, size, mass, and joint stiffness. The vibration modes are computed for a mechanical model of any 3D character with rigid bones, elastic joints, and additional constraints as desired. A small number of vibration modes can be selected with respect to their relevance to locomotion patterns and combined into a compact controller driven by very few parameters. We show that these controllers can be used in dynamic simulations of simple creatures, and for kinematic animations of more complex creatures of a variety of shapes and sizes.  相似文献   

6.
We propose a fast and effective technique to improve sub‐grid visual details of the grid based fluid simulation. Our method procedurally synthesizes the flow fields coming from the incompressible Navier‐Stokes solver and the vorticity fields generated by vortex particle method for sub‐grid turbulence. We are able to efficiently animate smoke which is highly turbulent and swirling with small scale details. Since this technique does not solve the linear system in high‐resolution grids, it can perform fluid simulation more rapidly. We can easily estimate the influence of turbulent and swirling effect to the fluid flow.  相似文献   

7.
Woven cloth can commonly be seen in daily life and also in animation. Unless prevented in some way, woven cloth usually frays at the edges. However, in computer graphics, woven cloth is typically modeled as a continuum sheet, which is not suitable for representing frays. This paper proposes a model that allows yarn movement and slippage during cloth tearing. Drawing upon techniques from textile and mechanical engineering fields, we model cloth as woven yarn crossings where each yarn can be independently torn when the strain limit is reached. To make the model practical for graphics applications, we simulate only tearing part of cloth with a yarn‐level model using a simple constrained mass‐spring system for computational efficiency. We designed conditions for switching from a standard continuum sheet model to our yarn‐level model, so that frays can be initiated and propagated along the torn lines. Results show that our method can achieve plausible tearing cloth animation with frayed edges.  相似文献   

8.
The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly for real‐time environments. In order to achieve our goal, we reduce the problem from a three‐ to a two‐dimensional one, and make use of the shallow water equations to simulate surface waves that can be solved very efficiently. In addition to a low runtime cost, stability is likewise crucial for interactive applications. Hence, we make use of an implicit time integration scheme to obtain a robust solver. To ensure a low energy dissipation, we apply an Implicit Newmark time integration scheme. We propose a general formulation of the underlying equations that is tailored towards the use with an Implicit Newmark integrator. Furthermore, we gain efficiency by making use of a direct solver. Due to the generality of our formulation, the fluid simulation can be coupled interactively with arbitrary external forces, such as forces caused by inertia or collisions. We will discuss the properties of our algorithm, and demonstrate its robustness with simulations on strongly deforming meshes.  相似文献   

9.
When navigating in crowds, humans are able to move efficiently between people. They look ahead to know which path would reduce the complexity of their interactions with others. Current navigation systems for virtual agents consider long‐term planning to find a path in the static environment and short‐term reactions to avoid collisions with close obstacles. Recently some mid‐term considerations have been added to avoid high density areas. However, there is no mid‐term planning among static and dynamic obstacles that would enable the agent to look ahead and avoid difficult paths or find easy ones as humans do. In this paper, we present a system for such mid‐term planning. This system is added to the navigation process between pathfinding and local avoidance to improve the navigation of virtual agents. We show the capacities of such a system using several case studies. Finally we use an energy criterion to compare trajectories computed with and without the mid‐term planning.  相似文献   

10.
We present a new method to create and preserve the turbulent details generated around moving objects in SPH fluid. In our approach, a high‐resolution overlapping grid is bounded to each object and translates with the object. The turbulence formation is modeled by resolving the local flow around objects using a hybrid SPH‐FLIP method. Then these vortical details are carried on SPH particles flowing through the local region and preserved in the global field in a synthetic way. Our method provides a physically plausible way to model the turbulent details around both rigid and deformable objects in SPH fluid, and can efficiently produce animations of complex gaseous phenomena with rich visual details.  相似文献   

11.
Cartoon animation, image warping, and several other tasks in two‐dimensional computer graphics reduce to the formulation of a reasonable model for planar deformation. A deformation is a map from a given shape to a new one, and its quality is determined by the type of distortion it introduces. In many applications, a desirable map is as isometric as possible. Finding such deformations, however, is a nonlinear problem, and most of the existing solutions approach it by minimizing a nonlinear energy. Such methods are not guaranteed to converge to a global optimum and often suffer from robustness issues. We propose a new approach based on approximate Killing vector fields (AKVFs), first introduced in shape processing. AKVFs generate near‐isometric deformations, which can be motivated as direction fields minimizing an “as‐rigid‐as‐possible” (ARAP) energy to first order. We first solve for an AKVF on the domain given user constraints via a linear optimization problem and then use this AKVF as the initial velocity field of the deformation. In this way, we transfer the inherent nonlinearity of the deformation problem to finding trajectories for each point of the domain having the given initial velocities. We show that a specific class of trajectories — the set of logarithmic spirals — is especially suited for this task both in practice and through its relationship to linear holomorphic vector fields. We demonstrate the effectiveness of our method for planar deformation by comparing it with existing state‐of‐the‐art deformation methods.  相似文献   

12.
We present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well‐known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint‐based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments.  相似文献   

13.
Many data‐driven animation techniques are capable of producing high quality motions of human characters. Few techniques, however, are capable of generating motions that are consistent with physically simulated environments. Physically simulated characters, in contrast, are automatically consistent with the environment, but their motions are often unnatural because they are difficult to control. We present a model‐predictive controller that yields natural motions by guiding simulated humans toward real motion data. During simulation, the predictive component of the controller solves a quadratic program to compute the forces for a short window of time into the future. These forces are then applied by a low‐gain proportional‐derivative component, which makes minor adjustments until the next planning cycle. The controller is fast enough for interactive systems such as games and training simulations. It requires no precomputation and little manual tuning. The controller is resilient to mismatches between the character dynamics and the input motion, which allows it to track motion capture data even where the real dynamics are not known precisely. The same principled formulation can generate natural walks, runs, and jumps in a number of different physically simulated surroundings.  相似文献   

14.
We present a new real‐time approach to simulate deformable objects using a learnt statistical model to achieve a high degree of realism. Our approach improves upon state‐of‐the‐art interactive shape‐matching meshless simulation methods by not only capturing important nuances of an object's kinematics but also of its dynamic texture variation. We are able to achieve this in an automated pipeline from data capture to simulation. Our system allows for the capture of idiosyncratic characteristics of an object's dynamics which for many simulations (e.g. facial animation) is essential. We allow for the plausible simulation of mechanically complex objects without knowledge of their inner workings. The main idea of our approach is to use a flexible statistical model to achieve a geometrically‐driven simulation that allows for arbitrarily complex yet easily learned deformations while at the same time preserving the desirable properties (stability, speed and memory efficiency) of current shape‐matching simulation systems. The principal advantage of our approach is the ease with which a pseudo‐mechanical model can be learned from 3D scanner data to yield realistic animation. We present examples of non‐trivial biomechanical objects simulated on a desktop machine in real‐time, demonstrating superior realism over current geometrically motivated simulation techniques.  相似文献   

15.
The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a particle‐based method for the simulation of the melting and freezing of ice objects and the interactions between ice and fluids. To simulate the flow of meltwater on ice and the formation of water droplets, a simple interfacial tension is proposed, which can be easily incorporated into common particle‐based simulation methods such as Smoothed Particle Hydrodynamics. The computations of heat transfer, the phase transition between ice and water, the interactions between ice and fluids, and the separation of ice due to melting are further accelerated by implementing our method using CUDA. We demonstrate our simulation and rendering method for depicting melting ice at interactive frame‐rates.  相似文献   

16.
We present a new Eulerian-Lagrangian method for physics-based simulation of fluid flow, which includes automatic generation of sub-scale spray and bubbles. The Marker Level Set method is used to provide a simple geometric criterion for free marker generation. A filtering method, inspired from Weber number thresholding, further controls the free marker generation (in a physics-based manner). Two separate models are used, one for sub-scale droplets, the other for sub-scale bubbles. Droplets are evolved in a Newtonian manner, using a density-extension drag force field, while bubbles are evolved using a model based on Stokes' Law. We show that our model for sub-scale droplet and bubble dynamics is simple to couple with a full (macro-scale) Navier-Stokes two-phase flow model and is quite powerful in its applications. Our animations include coarse grained multiphase features interacting with fine scale multiphase features.  相似文献   

17.
This paper presents a hybrid approach to multiple fluid simulation that can handle miscible and immiscible fluids, simultaneously. We combine distance functions and volume fractions to capture not only the discontinuous interface between immiscible fluids but also the smooth transition between miscible fluids. Our approach consists of four steps: velocity field computation, volume fraction advection, miscible fluid diffusion, and visualization. By providing a combining scheme between volume fractions and level set functions, we are able to take advantages of both representation schemes of fluids. From the system point of view, our work is the first approach to Eulerian grid‐based multiple fluid simulation including both miscible and immiscible fluids. From the technical point of view, our approach addresses the issues arising from variable density and viscosity together with material diffusion. We show that the effectiveness of our approach to handle multiple miscible and immiscible fluids through experiments.  相似文献   

18.
We present a novel image‐based technique for modeling complex unfoliaged trees. Existing tree modeling tools either require capturing a large number of views for dense 3D reconstruction or rely on user inputs and botanic rules to synthesize natural‐looking tree geometry. In this paper, we focus on faithfully recovering real instead of realistically‐looking tree geometry from a sparse set of images. Our solution directly integrates 2D/3D tree topology as shape priors into the modeling process. For each input view, we first estimate a 2D skeleton graph from its matte image and then find a 2D skeleton tree from the graph by imposing tree topology. We develop a simple but effective technique for computing the optimal 3D skeleton tree most consistent with the 2D skeletons. For each edge in the 3D skeleton tree, we further apply volumetric reconstruction to recover its corresponding curved branch. Finally, we use piecewise cylinders to approximate each branch from the volumetric results. We demonstrate our framework on a variety of trees to illustrate the robustness and usefulness of our technique.  相似文献   

19.
Visualization and Analysis of Eddies in a Global Ocean Simulation   总被引:2,自引:0,他引:2  
We present analysis and visualization of flow data from a high‐resolution simulation of the dynamical behavior of the global ocean. Of particular scientific interest are coherent vortical features called mesoscale eddies. We first extract high‐vorticity features using a metric from the oceanography community called the Okubo‐Weiss parameter. We then use a new circularity criterion to differentiate eddies from other non‐eddy features like meanders in strong background currents. From these data, we generate visualizations showing the three‐dimensional structure and distribution of ocean eddies. Additionally, the characteristics of each eddy are recorded to form an eddy census that can be used to investigate correlations among variables such as eddy thickness, depth, and location. From these analyses, we gain insight into the role eddies play in large‐scale ocean circulation.  相似文献   

20.
This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. [ [GHDS03] ]. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique [ [CK05] ] which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.  相似文献   

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