Interactive fluid-particle simulation using translating Eulerian grids

Interactive fluid-particle simulation using translating Eulerian grids
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DOI:
10.1145/1730804.1730807
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发表时间:
2010-02
期刊:
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通讯作者:
Jonathan M. Cohen;S. Tariq;Simon Green
Jonathan M. Cohen;S. Tariq;Simon Green
中科院分区:
其他
文献类型:
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作者:
Jonathan M. Cohen;S. Tariq;Simon Green

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我们描述了一个具有流体驱动动画的交互系统,该动画能对移动物体做出响应。我们的系统包含一个GPU加速的欧拉流体求解器,它适合实时使用,因为它是无条件稳定的,每帧的计算时间恒定,并且具有良好的视觉保真度。我们动态地平移流体模拟区域以跟踪用户控制的物体。流体运动通过其对粒子的影响来可视化,这些粒子对计算出的流体速度场做出响应,但并不局限于停留在模拟区域的边界内。当粒子离开模拟区域时,它们无缝地过渡到纯基于粒子的运动,模糊了流体模拟结束的点。我们还描述了一个硬件加速的体绘制系统,该系统将粒子视为参与介质,并能渲染诸如烟雾、灰尘或薄雾等效果。综合起来,这些组件可用于在交互系统中添加流体驱动的效果,而不会对用户的运动施加限制,也不会因欧拉流体模拟方法的有限范围而产生视觉伪影。
We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPU-accelerated Eulerian fluid solver that is suited for real-time use because it is unconditionally stable, takes constant calculation time per frame, and provides good visual fidelity. We dynamically translate the fluid simulation domain to track a user-controlled object. The fluid motion is visualized via its effects on particles which respond to the calculated fluid velocity field, but which are not constrained to stay within the bounds of the simulation domain. As particles leave the simulation domain, they seamlessly transition to purely particle-based motion, obscuring the point at which the fluid simulation ends. We additionally describe a hardware-accelerated volume rendering system that treats the particles as participating media and can render effects such as smoke, dust, or mist. Taken together, these components can be used to add fluid-driven effects to an interactive system without enforcing constraints on user motion, and without visual artifacts resulting from the finite extents of Eulerian fluid simulation methods.