Fast Viscoelastic Behavior with Thin Features

We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that makes use of frequent re-meshing. This combination allows for fast and detailed simulations of complex elastic and plastic behavior. We significantly expand the range of physical parameters that […]

A Fast Simulation Method Using Overlapping Grids for Interaction Between Smoke and Rigid Objects

Recently, many techniques using computational fluid dynamics have been proposed for the simulation of natural phenomena such as smoke and fire. Traditionally, a single grid is used for computing the motion of fluids. When an object interacts with a fluid, the resolution of the grid must be sufficiently high because the shape of the object […]

Phun

Phun is an educational, entertaining and somewhat addictive piece of software for designing and exploring 2D multi-physics simulations in a cartoony fashion. Phun

Hardware-Aware Analysis and Optimization of Stable Fluids

 We perform a detailed flop and bandwidth analysis of Jos Stam’s Stable Fluids algorithm on the CPU, GPU, and Cell. In all three cases, we find that the algorithm is bandwidth bound, with the cores sitting idle up to 96% of the time. Knowing this, we propose two modifications to accelerate the algorithm. First, a […]

Two-Way Coupled SPH and Particle Level Set Fluid Simulation

Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and foam, especially since these more diffuse materials typically behave quite differently than their denser counterparts. […]

Level Set Driven Flows

In 2D, incompressible flows, the Stokes equations that represent the dynamics of very viscous flows and vorticity formulation of hydrodynamic equations both reduce to a scalar stream-function representation in terms of elliptic equations. By making use of this simplification and the properties of Fourier space representation of elliptic equations, we use a common spectral method […]

Some Theses…

Frank Losasso’s PhD thesis on fluid simulation, which contains previously unpublished work on coupling together SPH and level set based fluid simulations: Algorithms for Increasing the Efficiency and Fidelity of Fluid Simulation Eftychios Sifakis’ PhD thesis on face, muscle, speech, and surgery simulation: Algorithmic Aspects of the Simulation and Control of Computer Generated Human Anatomy […]

Target-driven liquid animation with interfacial discontinuities

We propose a novel method of controlling a multi-phase fluid so that it flows into a target shape in a natural way. To preserve the sharp detail of the target shape, we represent it as an implicit function and construct the level-set of that function. Previous approaches add the target-driven control force as an external […]

Eulerian Motion Blur

This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable solids, clothes, and several other kinds of objects, and produce satisfactory results. As there is no specific reason to discriminate fluids […]

Real-Time Simulation and Rendering of 3D Fluids

GPU Gems 3 is out, and it contains a chapter on real-time 3D simulation & rendering of fluids (smoke and liquids) on the GPU, and is available as a free sample chapter online. You may have seen some of these results before on Keenan Crane’s website. GPU Gems 3