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Navier-Stokes & Flow Simulation: Last Time?

The document discusses computer graphics simulations of fluid flow using the Navier-Stokes equations. It describes representing the fluid using a voxel grid and particles. At each timestep, the algorithm identifies empty, surface, and full cells, computes new velocities, adjusts them to maintain incompressibility, moves particles by interpolating velocities, and repeats. It aims to simulate fluids in a stable, efficient, and realistic way.

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0% found this document useful (0 votes)
36 views

Navier-Stokes & Flow Simulation: Last Time?

The document discusses computer graphics simulations of fluid flow using the Navier-Stokes equations. It describes representing the fluid using a voxel grid and particles. At each timestep, the algorithm identifies empty, surface, and full cells, computes new velocities, adjusts them to maintain incompressibility, moves particles by interpolating velocities, and repeats. It aims to simulate fluids in a stable, efficient, and realistic way.

Uploaded by

Punu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Last Time?

•  Implicit Surfaces
Navier-Stokes •  Marching Cubes/Tetras
•  Collision Detection & Response
& •  Conservative Bounding Regions
Flow Simulation
backtracking

fixing

Today Flow Simulations in Graphics


•  Flow Simulations in Computer Graphics •  Random velocity fields
–  water, smoke, viscous fluids –  with averaging to get simple background motion
•  Navier-Stokes Equations •  Shallow water equations
–  incompressibility, conservation of mass –  height field only, can’t represent crashing waves, etc.
–  conservation of momentum & energy •  Full Navier-Stokes
•  Fluid Representations
•  Basic Algorithm •  note: typically we ignore surface tension and
•  Data Representation focus on macroscopic behavior

Flow in a Voxel Grid Navier-Stokes Equations


•  conservation of mass: •  conservation of momentum:
gravity (& other external forces)
pressure viscosity

Image from acceleration Convection: internal movement drag


Foster & Mataxas, 1996 in a fluid (e.g., caused by variation
in density due to a transfer of heat)

1
Today Modeling the Water Surface
•  Flow Simulations in Computer Graphics •  Volume-of-fluid tracking
•  Navier-Stokes Equations –  a scalar saying how
“full” each cell is
•  Fluid Representations
•  Particle In Cell (PIC)
•  Basic Algorithm
–  the particles have mass
•  Data Representation
•  Marker and Cell (MAC)
–  the particles don’t effect
computation, just identify
which cells the surface passes through
–  Harlow & Welch, "Numerical calculation of time-dependent
viscous incompressible flow of fluid with free surface”,
The Physics of Fluids, 1965.

Comparing Representations Demos


•  How do we render the resulting surface? •  Nice Marker
•  Are we guaranteed not to lose mass/volume? and Cell (MAC)
(is the simulation incompressible?) videos at:
•  How is each affected by the grid resolution http://panoramix.ift.uni.wroc.pl/~maq/eng/cfdthesis.php
and timestep?
•  Can we guarantee stability?

http://mme.uwaterloo.ca/~fslien/free_surface/free_surface.htm

Reading for Today Today


•  “Realistic Animation of Liquids”, •  Flow Simulations in Computer Graphics
Foster & Metaxas, 1996 •  Navier-Stokes Equations
•  Fluid Representations
•  Basic Algorithm
•  Data Representation

2
Each Grid Cell Stores: Initialization
•  Velocity at the cell faces (offset grid) •  Choose a voxel resolution
•  Pressure •  Choose a particle density
•  List of particles •  Create grid & place the particles
•  Initialize pressure & velocity of each cell
•  Set the viscosity & gravity
•  Choose a timestep & go!
Image from
Foster & Mataxas, 1996

At each Timestep: Empty, Surface & Full Cells


•  Identify which cells are Empty,
Full, or on the Surface
•  Compute new velocities
•  Adjust the velocities to maintain
an incompressible flow
•  Move the particles
–  Interpolate the velocities at the faces
•  Render the geometry and repeat!
Images from
Foster & Mataxas, 1996

At each Timestep: Compute New Velocities


•  Identify which cells are Empty,
Full, or on the Surface
•  Compute new velocities
•  Adjust the velocities to maintain
an incompressible flow
•  Move the particles
–  Interpolate the velocities at the faces
•  Render the geometry and repeat!
Note: some of these values are the average velocity
within the cell rather than the velocity at a cell face

3
At each Timestep: Adjusting the Velocities
•  Identify which cells are Empty, •  Calculate the divergence of the cell
Full, or on the Surface (the extra in/out flow)
•  Compute new velocities •  The divergence is used
•  Adjust the velocities to maintain to update the pressure
an incompressible flow within the cell
•  Move the particles •  Adjust each face velocity
–  Interpolate the velocities at the faces uniformly to bring the
•  Render the geometry and repeat! divergence to zero
•  Iterate across the entire Image from
Foster & Mataxas, 1996
grid until divergence is < ε

Handing Boundaries with MAC At each Timestep:


•  Identify which cells are Empty,
Full, or on the Surface
•  Compute new velocities
•  Adjust the velocities to maintain
an incompressible flow
•  Move the particles
–  Interpolate the velocities at the faces
•  Render the geometry and repeat!

Velocity Interpolation Stable Fluids


•  “Stable Fluids”,
Jos Stam,
SIGGRAPH 1999.

Image from Foster & Mataxas, 1996

4
Efficient Smoke Simulation Solid/Liquid: Time-varying viscosity

"Melting and Flowing"


Carlson, Mucha, Van Horn III & Turk
Symposium on Computer Animation 2002

“Visual Simulation of Smoke”


Fedkiw, Stam & Jensen
SIGGRAPH 2001

Ron Fedkiw http://physbam.stanford.edu/~fedkiw/

•  Enright, Marschner, & Fedkiw, “Animation and Rendering of •  Cem Yuksel, Donald H. House, and John Keyser,
Complex Water Surfaces”, SIGGRAPH 2002.
“Wave Particles”, SIGGRAPH 2007
•  Guendelman, Selle, Losasso, & Fedkiw, “Coupling Water and
Smoke to Thin Deformable and Rigid Shells”, SIGGRAPH 2005.

Reading for Tuesday 2/12:


•  “Synthesis of Complex Dynamic Character Motion from
Simple Animation”, Liu & Popović, 2002.

•  Post a comment or question on the LMS


discussion by 10am on Tuesday 2/12

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