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Liquid Animation

Liquid Animation. Final Presentation 20071018 최하늘. Fluid Simulation. Particle-based simulation. Surface Reconstruction. Marching cubes algorithm Real-time 으로 사용하기엔 너무 느림. Demo 1. 32000 particles without surface reconstruction. Demo 2. 400 particles 8 grids User-interaction.

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Liquid Animation

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  1. Liquid Animation Final Presentation 20071018 최하늘

  2. Fluid Simulation • Particle-based simulation

  3. Surface Reconstruction • Marching cubes algorithm • Real-time으로 사용하기엔 너무 느림

  4. Demo 1 32000 particles without surface reconstruction

  5. Demo 2 400 particles 8 grids User-interaction

  6. Optimization • Distance field를 계산할 때 모든 particle에 대해 계산하지 않고 해당 점의 주변에 있는 particle들에 대해서만 계산 • Particle들의 bounding box를 계산해서 box 밖의 grid는 계산하지 않음 • 각 grid의 vertex들에 대해 distance field를 미리 계산해서 저장하여 중복 계산을 줄임

  7. Demo 3 • 10000 particles • 43x43x43 grids • User-interection (Slope, size) • 3~5fps • project demo 1

  8. Demo 4 • 25000 particles • 43x43x43 grids • User-interaction • (Slope, size) • 1 fps • project demo 2 • project demo 3

  9. Conclusion • CPU를 사용하면 simulation과 surface reconstruction을 동시에 real-time으로 하기에는 무리가 있다. • 상호 의존적이지 않은 부분을 GPU를 사용해서 계산할 경우에 거의 real-time에 가까운 속도를 낼 수 있을 것이다.

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