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1.
We propose a novel smoothed particle hydrodynamics (SPH) formulation for deformable solids. Key aspects of our method are implicit elastic forces and an adapted SPH formulation for the deformation gradient that—in contrast to previous work—allows a rotation extraction directly from the SPH deformation gradient. The proposed implicit concept is entirely based on linear formulations. As a linear strain tensor is used, a rotation‐aware computation of the deformation gradient is required. In contrast to existing work, the respective rotation estimation is entirely realized within the SPH concept using a novel formulation with incorporated kernel gradient correction for first‐order consistency. The proposed implicit formulation and the adapted rotation estimation allow for significantly larger time steps and higher stiffness compared to explicit forms. Performance gain factors of up to one hundred are presented. Incompressibility of deformable solids is accounted for with an ISPH pressure solver. This further allows for a pressure‐based boundary handling and a unified processing of deformables interacting with SPH fluids and rigids. Self‐collisions are implicitly handled by the pressure solver.  相似文献   

2.
We propose a hybrid smoothed particle hydrodynamics solver for efficientlysimulating incompressible fluids using an interface handling method for boundary conditions in the pressure Poisson equation. We blend particle density computed with one smooth and one spiky kernel to improve the robustness against both fluid–fluid and fluid–solid collisions. To further improve the robustness and efficiency, we present a new interface handling method consisting of two components: free surface handling for Dirichlet boundary conditions and solid boundary handling for Neumann boundary conditions. Our free surface handling appropriately determines particles for Dirichlet boundary conditions using Jacobi‐based pressure prediction while our solid boundary handling introduces a new term to ensure the solvability of the linear system. We demonstrate that our method outperforms the state‐of‐the‐art particle‐based fluid solvers.  相似文献   

3.
In this paper, we introduce a fast and consistent smoothed particle hydrodynamics (SPH) technique which is suitable for convection–diffusion simulations of incompressible fluids. We apply our temporal blending technique to reduce the number of particles in the simulation while smoothly changing quantity fields. Our approach greatly reduces the error introduced in the pressure term when changing particle configurations. Compared to other methods, this enables larger integration time‐steps in the transition phase. Our implementation is fully GPU‐based to take advantage of the parallel nature of particle simulations.  相似文献   

4.
We propose a new explicit surface tracking approach for particle‐based fluid simulations. Our goal is to advect and update a highly detailed surface, while only computing a coarse simulation. Current explicit surface methods lose surface details when projecting on the isosurface of an implicit function built from particles. Our approach uses a detail‐preserving projection, based on a signed distance field, to prevent the divergence of the explicit surface without losing its initial details. Furthermore, we introduce a novel topology matching stage that corrects the topology of the explicit surface based on the topology of an implicit function. To that end, we introduce an optimization approach to update our explicit mesh signed distance field before remeshing. Our approach is successfully used to preserve the surface details of melting and highly viscous objects, and shown to be stable by handling complex cases involving multiple topological changes. Compared to the computation of a high‐resolution simulation, using our approach with a coarse fluid simulation significantly reduces the computation time and improves the quality of the resulting surface.  相似文献   

5.
Animations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton‐based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape‐matching dynamics and show some example animations to illustrate the feasibility of our framework.  相似文献   

6.
This paper presents a parallel framework for simulating fluids with the Smoothed Particle Hydrodynamics (SPH) method. For low computational costs per simulation step, efficient parallel neighbourhood queries are proposed and compared. To further minimize the computing time for entire simulation sequences, strategies for maximizing the time step and the respective consequences for parallel implementations are investigated. The presented experiments illustrate that the parallel framework can efficiently compute large numbers of time steps for large scenarios. In the context of neighbourhood queries, the paper presents optimizations for two efficient instances of uniform grids, that is, spatial hashing and index sort. For implementations on parallel architectures with shared memory, the paper discusses techniques with improved cache‐hit rate and reduced memory transfer. The performance of the parallel implementations of both optimized data structures is compared. The proposed solutions focus on systems with multiple CPUs. Benefits and challenges of potential GPU implementations are only briefly discussed.  相似文献   

7.
We present a real‐time rendering algorithm for inhomogeneous, single scattering media, where all‐frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient‐based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real‐time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.  相似文献   

8.
Enforcing fluid incompressibility is one of the time‐consuming aspects in SPH. In this paper, we present a local Poisson SPH (LPSPH) method to solve incompressibility for particle based fluid simulation. Considering the pressure Poisson equation, we first convert it into an integral form, and then apply a discretization to convert the continuous integral equation to a discretized summation over all the particles in the local pressure integration domain determined by the local geometry. To control the approximation error, we further integrate our local pressure solver into the predictive‐corrective framework to avoid the computational cost of solving a pressure Poisson equation globally. Our method can effectively eliminate the large density deviations mainly caused by the solid boundary treatment and free surface topological change, and show advantage of a higher convergence rate over the predictive‐corrective incompressible SPH (PCISPH).  相似文献   

9.
Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.  相似文献   

10.
Interactive rendering with dynamic natural lighting and changing view is a long‐standing goal in computer graphics. Recently, precomputation‐based methods for all‐frequency relighting have made substantial progress in this direction. Many of the most successful algorithms are based on a factorization of the BRDF into incident and outgoing directions, enabling each term to be precomputed independent of viewing direction, and re‐combined at run‐time. However, there has so far been no theoretical understanding of the accuracy of this factorization, nor the number of terms needed. In this paper, we conduct a theoretical and empirical analysis of the BRDF in‐out factorization. For Phong BRDFs, we obtain analytic results, showing that the number of terms needed grows linearly with the Phong exponent, while the factors correspond closely to spherical harmonic basis functions. More generally, the number of terms is quadratic in the frequency content of the BRDF along the reflected or half‐angle direction. This analysis gives clear practical guidance on the number of factors needed for a given material. Different objects in a scene can each be represented with the correct number of terms needed for that particular BRDF, enabling both accuracy and interactivity.  相似文献   

11.
In this paper, we present a novel SPH framework to simulate incompressible fluid that satisfies both the divergence‐ free condition and the density‐invariant condition. In our framework, the two conditions are applied separately. First, the divergence‐free condition is enforced when solving the momentum equation. Later, the density‐invariant condition is applied after the time integration of the particle positions. Our framework is a purely Lagrangian approach so that no auxiliary grid is required. Compared to the previous density‐invariant based SPH methods, the proposed method is more accurate due to the explicit satisfaction of the divergence‐free condition. We also propose a modified boundary particle method for handling the free‐slip condition. In addition, two simple but effective methods are proposed to reduce the particle clumping artifact induced by the density‐invariant condition.  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.
Recent advances in physically‐based simulations have made it possible to generate realistic animations. However, in the case of solid‐fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper presents a simple particle‐based method to model the physical mechanism of wetness propagating through granular materials; Fluid particles are absorbed in the spaces between the granular particles and these wetted granular particles then stick together due to liquid bridges that are caused by surface tension and which will subsequently disappear when over‐wetting occurs. Our method can handle these phenomena by introducing a wetness value for each granular particle and by integrating those aspects of behavior that are dependent on wetness into the simulation framework. Using this method, a GPU‐based simulator can achieve highly dynamic animations that include wetting effects in real time.  相似文献   

14.
4D Reconstruction of Blooming Flowers   总被引:1,自引:0,他引:1       下载免费PDF全文
Flower blooming is a beautiful phenomenon in nature as flowers open in an intricate and complex manner whereas petals bend, stretch and twist under various deformations. Flower petals are typically thin structures arranged in tight configurations with heavy self‐occlusions. Thus, capturing and reconstructing spatially and temporally coherent sequences of blooming flowers is highly challenging. Early in the process only exterior petals are visible and thus interior parts will be completely missing in the captured data. Utilizing commercially available 3D scanners, we capture the visible parts of blooming flowers into a sequence of 3D point clouds. We reconstruct the flower geometry and deformation over time using a template‐based dynamic tracking algorithm. To track and model interior petals hidden in early stages of the blooming process, we employ an adaptively constrained optimization. Flower characteristics are exploited to track petals both forward and backward in time. Our methods allow us to faithfully reconstruct the flower blooming process of different species. In addition, we provide comparisons with state‐of‐the‐art physical simulation‐based approaches and evaluate our approach by using photos of captured real flowers.  相似文献   

15.
Image‐based rendering (IBR) techniques allow users to create interactive 3D visualizations of scenes by taking a few snapshots. However, despite substantial progress in the field, the main barrier to better quality and more efficient IBR visualizations are several types of common, visually objectionable artifacts. These occur when scene geometry is approximate or viewpoints differ from the original shots, leading to parallax distortions, blurring, ghosting and popping errors that detract from the appearance of the scene. We argue that a better understanding of the causes and perceptual impact of these artifacts is the key to improving IBR methods. In this study we present a series of psychophysical experiments in which we systematically map out the perception of artifacts in IBR visualizations of façades as a function of the most common causes. We separate artifacts into different classes and measure how they impact visual appearance as a function of the number of images available, the geometry of the scene and the viewpoint. The results reveal a number of counter‐intuitive effects in the perception of artifacts. We summarize our results in terms of practical guidelines for improving existing and future IBR techniques.  相似文献   

16.
This paper advocates a novel method for modelling physically realistic flow from captured incompressible gas sequence via modal analysis in frequency‐constrained subspace. Our analytical tool is uniquely founded upon empirical mode decomposition (EMD) and modal reduction for fluids, which are seamlessly integrated towards a powerful, style‐controllable flow modelling approach. We first extend EMD, which is capable of processing 1D time series but has shown inadequacies for 3D graphics earlier, to fit gas flows in 3D. Next, frequency components from EMD are adopted as candidate vectors for bases of modal reduction. The prerequisite parameters of the Navier–Stokes equations are then optimized to inversely model the physically realistic flow in the frequency‐constrained subspace. The estimated parameters can be utilized for re‐simulation, or be altered toward fluid editing. Our novel inverse‐modelling technique produces real‐time gas sequences after precomputation, and is convenient to couple with other methods for visual enhancement and/or special visual effects. We integrate our new modelling tool with a state‐of‐the‐art fluid capturing approach, forming a complete pipeline from real‐world fluid to flow re‐simulation and editing for various graphics applications.  相似文献   

17.
Incense, candle smoke and cigarette smoke often exhibit smoke flows with a surface‐like appearance. Although delving into well‐known computational fluid dynamics may provide a solution to create such an appearance, we propose a much efficient alternative that combines a low‐resolution fluid simulation with explicit geometry provided by NURBS surfaces. Among a wide spectrum of fluid simulation, our algorithm specifically tailors to reproduce the semi‐transparent surface look and motion of the smoke. The main idea is that we follow the traces called streaklines created by the advected particles from a simulation and reconstruct NURBS surfaces passing through them. Then, we render the surfaces by applying an opacity map to each surface, where the opacity map is created by utilizing the smoke density and the characteristics of the surface contour. Augmenting the results from low‐resolution simulations such a way requires a low computational cost and memory usage by design.  相似文献   

18.
We describe a global illumination method combining two well known techniques: photon mapping and irradiance caching. The photon mapping method has the advantage of being view independent but requires a costly additional rendering pass, called final gathering. As for irradiance caching, it is view‐dependent, irradiance is only computed and cached on surfaces of the scene as viewed by a single camera. To compute records covering the entire scene, the irradiance caching method has to be run for many cameras, which takes a long time and is a tedious task since the user has to place the needed cameras manually. Our method exploits the advantages of these two methods and avoids any intervention of the user. It computes a refined, view‐independent irradiance cache from a photon map. The global illumination solution is then rendered interactively using radiance cache splatting.  相似文献   

19.
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   

20.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   

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