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002forces and Particle Controls

The document discusses particle systems and how they are used to simulate phenomena like fluids, cloth, and crowds. It describes different types of forces that can be applied to particles, such as gravity, viscosity, spatial fields, and interactions between particles. It also discusses how particle systems are controlled through properties of emitters.

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iimsheung
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0% found this document useful (0 votes)
12 views

002forces and Particle Controls

The document discusses particle systems and how they are used to simulate phenomena like fluids, cloth, and crowds. It describes different types of forces that can be applied to particles, such as gravity, viscosity, spatial fields, and interactions between particles. It also discusses how particle systems are controlled through properties of emitters.

Uploaded by

iimsheung
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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Forces and Particle Controls

Futuremark Corp., used with permission


Particle Systems
General Particle Systems
 Particles are NOT independent
Force among them!

Cloth Crowd Fluid

Image Witkin & Baraff Auklet flock, Shumagins 1986.


Imagge from public domain: https://digitalmedia.fws.gov/ Image by Müller et al. 2005
Generalizations - Fluid Müller et al. 2005

 It’s not
all hacks:
Smoothed Particle Hydrodynamics (SPH)
A family of “real” particle-based
fluid simulation techniques.

 Fluid flow is described by the


Navier-Stokes Equations, a nonlinear
partial differential equation (PDE)
These Stanford folks use SPH for
resolving the small-scale spray
and mist.

Losasso, F., Talton, J., Kwatra, N. and Fedkiw, R., "Two-way Coupled SPH and
Particle Level Set Fluid Simulation", IEEE TV CG 14, 797-804 (2008). 6
What is a Force ?
A force changes the motion of the system
Newton says: When there are no forces,
motion continues uniformly in a straight line
(good enough for us)
(force)
 Forces can depend on location, time, velocity
(mass)
Gravity, spring, viscosity, wind, etc.

 For point masses, forces are vectors (gravity)

Wikipedia
What is a Force ?
A force changes the motion of the system
Newton says: When there are no forces,
motion continues uniformly in a straight line
(good enough for us)

Force Fk
 Forces can depend on location, time, velocity
Gravity, spring, viscosity, wind, etc. Mass m

Force G
 For point masses, forces are vectors

Wikipedia
I.e., to get total force, take vector
sum of everything
What is a Force ?
A force changes the motion of the system
Newton says: When there are no forces,
motion continues uniformly in a straight line
(good enough for us)

 Forces can depend on location, time, velocity


Gravity, spring, viscosity, wind, etc. Mass m

 For point masses, forces are vectors Total Force

Wikipedia
I.e., to get total force, take vector
sum of everything
Reference: https://www.school-for-
champions.com/science/force_vectors.
htm#.XVuh-OgzaUk
Forces: Gravity on Earth
 Depends only on particle mass
 f(X,t) = constant
 Hack for smoke, etc: make gravity point up!
Well, you can call this buoyancy, too.

v0
mi g

Wikipedia
Forces: Gravity (N-body problem)
 Gravity depends on all other particles
 Opposite for pairs of particles
 Forcein the direction of pi-pj with magnitude
inversely proportional to square distance

where G=6.67×10-11 Nm2/kg2

Pi (𝑚𝑖 )

 Testing all pairs is time consuming!


𝐺𝑚𝑖 𝑚𝑗
distance = 𝑟 𝐹𝑖𝑗 =
𝑟2
Particles are not
independent! Pj (𝑚 ) 𝑗

Pk
Real-Time Gravity Demo

http://www.youtube.com/watch?v=uhTuJZiAG64
Forces: Viscous Damping

 Damping force on particle i determined its


velocity
Opposes motion
E.g. wind resistance
 Terminal Velocity
https://youtu.be/EabUUrZFnFE
Forces: Viscous Damping

 Damping force on particle i determined its


velocity
Opposes motion
E.g. wind resistance
 Terminal Velocity
Liquids with different viscosities.
 Too much damping makes motion like in glue The liquid on the right has higher viscosity than
the liquid on the left.
Image form Wikipedia.
Forces: Spatial Fields
 Externally specified force (or velocity) fields
in space
 Force on particle i depends only on its position

Reference: https://ukabuer.github.io/curl-noise-fluid
 Arbitrary functions
wind
attractors, repulsors
vortices
 Can depend on time
Example: Procedural Spatial Field
 Curlnoise for procedural fluid flow, R. Bridson,
J. Hourihan, and M. Nordenstam, Proc. ACM
SIGGRAPH 2007.

Plausible, conrollable
force fields – just
advecting particles
along the flow gives
cool results!

And it’s simple, too!


Forces: Other Spatial Interaction

 E.g.,
approximate fluid using
Lennard-Jones force:
force

 Repulsive + attractive force


distance
Forces: Other Spatial Interaction

 E.g.,
approximate fluid using
Lennard-Jones force:
force

 Repulsive + attractive force


distance
 Again, time consuming to test all pairs
usually only local
https://youtu.be/nl7maklgYnI
3D ModeI Crack Formation

http://www.youtube.com/watch?v=dHWCT7RPjPo
More Eyecandy from NVIDIA

https://youtu.be/RuZQpWo9Qhs
Where do particles come from?
 Often created
by generators or emitters
Can be attached to objects in the model

https://youtu.be/XOKsgU7fiaI
Where do particles come from?
 Often created
by generators or emitters
Can be attached to objects in the model

 Designappropriate emitters
Rate of creation, randomness, etc.
Black art

https://youtu.be/NDCCzOqsPro
Particle Controls
 In production
tools, all these variables are time-
varying and controllable by the user (artist)
Emission rate, color, velocity distribution,
direction spread, textures, etc. etc.
All as a function of time!
 Example: Unity3D (Unity Particle Pack)

Images: Unity particle effects (from Unity Particle Pack)


Emitter Controls
Velocity over lifetime Size over lifetime Color over lifetime/speed

/ Speed
Property:
size

Lifetime

Unity Particle System Curve

Markers control alpha and


colors(red, green, blue)

speed

Lifetime

Reference:
https://docs.huihoo.com/unity/4.3/Documentation/Manual/ParticleSystemCurv eEditor.html
https://w ww.raywenderlich.com/138-introduction-to-unity-particle-systems
Emitter Controls – Color By Speed / Size Over Lifetime

https://www.youtube.com/watch?v=XMSpIVRLdT8
Rendering and Motion Blur

Metal Gear Solid by Konami


Image from Sameboat
Star Trek 2 – The Wrath of Khan
 One of the earliest particle systems and
fractal landscapes (from 1982)
Images from Star Trek 2 – The Wrath of Khan, Paramount Pictures
 Described in [Reeves, 1983]

30
https://youtu.be/dyxpmAU9I8M

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