Synthetic Controllable Turbulence Using Robust Second Vorticity Confinement

Shengfeng He, Rynson W. H. Lau Capturing fine details of turbulence on a coarse grid is one of the main tasks in real-time fluid simulation. Existing methods for doing this have various limitations. In this paper, we propose a new turbulence method that uses a refined Second Vorticity Confinement method, referred to as Robust Second […]

Highly Adaptive Liquid Simulations on Tetrahedral Meshes

Ryoichi Ando, Nils Thürey and Chris Wojtan We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an alternative Eulerian tetrahedral mesh discretization to significantly reduce the complexity of the pressure solve while […]

A Two-Continua Approach to Eulerian Simulation of Water Spray

Michael B. Nielsen, Ole Osterby Physics based simulation of the dynamics of water spray – water droplets dispersed in air – is a means to increase the visual plausibility of computer graphics modeled phenomena such as waterfalls, water jets and stormy seas. Spray phenomena are frequently encountered by the visual effects industry and often challenge […]

Non-Polynomial Galerkin Projection on Deforming Meshes

Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa Narasimhan, Adrien Treuille This paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: fluid simulation and radiosity rendering, both using deforming meshes. Standard Galerkin projection cannot efficiently approximate […]

Position Based Fluids

Miles Macklin, Matthias Müller In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we present an iterative density solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set […]

Liquid Surface Tracking with Error Compensation

Morten Bojsen-Hansen, Chris Wojtan Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tracker (e.g. the level set method or a Lagrangian triangle mesh). The naive application of a high-resolution surface tracker to a low-resolution velocity field can produce many visually disturbing physical and topological artifacts that limit their use […]

A Prediction-Correction Approach for Stable SPH Fluid Simulation from Liquid to Rigid

Francois Dagenais, Jonathan Gagnon, Eric Paquette The simulation of highly viscous fluids using an SPH (Smoothed Particle Hydrodynamics) approach is a tedious task. Since the equations are typically posed as stiff problems, simulating highly viscous fluids involves strong forces applied to the particles. With these strong forces, a very small time step is needed to keep the […]

Real-Time Fluid Effects on Surfaces using the Closest Point Method

S. Auer, C. B. MacDonald, M. Treib, J. Schneider, R. Westermann The Closest Point Method (CPM) is a method for numerically solving partial differential equations (PDEs) on arbitrary surfaces, independent of the existence of a surface parametrization. The CPM uses a closest point representation of the surface, to solve the unmodified Cartesian version of a […]

Closest Point Turbulence for Liquid Surfaces

Theodore Kim, Jerry Tessendorf, Nils Thuerey We propose a method of increasing the apparent spatial resolution of an existing liquid simulation. Previous approaches to this “up-resing” problem have focused on increasing the turbulence of the underlying velocity field. Motivated by measurements in the free surface turbulence literature, we observe that past certain frequencies, it is […]

Simulating Liquids and Solid-Liquid Interaction with Lagrangian Meshes

Pascal Clausen, Martin Wicke, Jonathan Shewchuk, James O’Brien This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by […]