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Fluid Simulation for Graphics

Fluid Simulation for Graphics. Minor project under guidance of Prof. P. Kalra Abhinav Golas Akram Khan. Outline. Fluid animation What it is What it is not Uses Models Work done Work done earlier Current focus Future work. Fluid animation.

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Fluid Simulation for Graphics

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  1. Fluid Simulation for Graphics Minor project under guidance of Prof. P. Kalra Abhinav Golas Akram Khan

  2. Outline • Fluid animation • What it is • What it is not • Uses • Models • Work done • Work done earlier • Current focus • Future work

  3. Fluid animation • Modeling and Rendering fluids in a manner which is visually appealing • NOT a numerically complete simulation • Model is scenario dependent – computationally expensive

  4. Uses • Movies! – Titanic, Ice Age, LOTR etc. • Games! – All!

  5. The Navier Stokes Equation • Governs all fluid behaviour • PDE – no closed form • Solutions only through numerical simulation • Issues of numerical errors, and stability • Computationally very expensive • Boundary conditions and level of discretisation important

  6. Models • Heightfield generation • For showing ocean surfaces • Used when field of view is large • Doesn’t directly solve Navier Stokes – uses generalised solutions • CFD – Computational Fluid Dynamics • Iteratively solve NS eqns for a 3D grid • Surface reconstruction – recent work • Fixed grid positions – Eulerian approach

  7. Models • Smoothed Particle Hydrodynamics • System as collection of fluid particles • Governed by NS eqns • Surface reconstruction

  8. Surface reconstruction • Problem: • Given a set of particles, need to generate a smooth wrapping surface • Approach (currently used) • Level sets • Hybrid approach (level sets + curvature measures)

  9. Work done earlier • Literature review to find current state-of-the-art • Issues in simulation of different types of fluids: • Viscous • Snow • Fire

  10. Current focus • Getting implementations of the state-of-the-art methods • Heightfields • CFD • SPH • References • SIGGRAPH 2004 course on realistic nature animation • SIGGRAPH 2006 course on fluid simulation

  11. Progress • Some heightfields implemented • Gerstner waves (video on site) • Statistics based ocean waves • Velocity field based animation • Choppy waves (currently underway) • Work on CFD • Making an implementation

  12. Some results

  13. Some results

  14. Future work • Complete implementations of these fluid simulation methods • Identify areas for further improvement/research • Spray/Foam • Bubbles

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