[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1730804.1730807acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedingsconference-collections
research-article

Interactive fluid-particle simulation using translating Eulerian grids

Published: 19 February 2010 Publication History

Abstract

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.

References

[1]
Bolz, J., Farmer, I., Grinspun, E., and Schroder, P. 2003. Sparse matrix solver on the GPU: Conjugate gradients and multi-grid. ACM Trans. Graph. 22, 917--924.
[2]
Cohen, J. M., and Molemaker, M. J. 2009. A fast double precision CFD code using CUDA. In Proceedings of ParCFD '09, in press.
[3]
Crane, K., Tariq, S., and Llamas, I. 2007. Real time simulation and rendering of 3d fluids. GPU Gems 3.
[4]
Drone, S. 2007. Real-time particle systems on the GPU in dynamic environments. In ACM SIGGRAPH 2007 courses, 80--96.
[5]
Fedkiw, R., Stam, J., and Jensen, H. W. 2001. Visual simulation of smoke. In SIGGRAPH 2001, 15--22.
[6]
Goodnight, N., Woolley, C., Lewin, G., Luebke, D., and Humphreys, G. 2003. A multigrid solver for boundary value problems using programmable graphics hardware. Graphics Hardware, 102--135.
[7]
Green, S. 2009. Volumetric particle shadows. Tech. rep., NVIDIA.
[8]
Hadwiger, M., Kratz, A., Sigg, C., and Bühler, K. 2006. GPU-accelerated deep shadow maps for direct volume rendering. In Graphics Hardware, 49--52.
[9]
Horvath, C., and Geiger, W. 2009. Directable, high-resolution simulation of fire on the GPU. ACM Trans. Graph. 28, 3, 1--8.
[10]
Ikits, M., Kniss, J., Lefohn, A., and Hanson, C. 2004. Volume rendering techniques. GPU Gems: Programming techniques, tips, and tricks for real-time graphics.
[11]
Kim, T.-Y., and Neumann, U. 2001. Opacity shadow maps. In Eurographics Workshop on Rendering Techniques, 177--182.
[12]
Kipfer, P., Segal, M., and Westermann, R. 2004. Uber-Flow: a GPU-based particle engine. In Graphics Hardware, 115--122.
[13]
Klemp, J. B., and Wilhelmson, R. B. 1978. The simulation of three-dimensional convective storm dynamics. J. Atmos. Sci. 35, 1070--1096.
[14]
Lindholm, E., Nickolls, J., Olberman, S., and Montrym, J. 2008. NVIDIA Tesla: A unified graphics and computing architecture. IEEE Micro 28(2), 39--55.
[15]
Lokovic, T., and Veach, E. 2000. Deep shadow maps. In SIGGRAPH '00, 385--392.
[16]
Long, B., and Reinhard, E. 2009. Real-time fluid simulation using discrete sine/cosine transforms. In I3D '09, ACM, New York, NY, USA, 99--106.
[17]
Molemaker, J., Cohen, J. M., Patel, S., and Noh, J.-Y. 2008. Low viscosity flow simulations for animation. In SCA '08, Eurographics, 9--18.
[18]
Muller, M., Charypar, D., and Gross, M. 2003. Particle-based fluid simulation for interactive applications. In SCA '03, 154--159.
[19]
NVIDIA Corporation. 2008. CUDA Programming guide. Version 2.0.
[20]
Pfaff, T., Thuerey, N., Selle, A., and Gross, M. 2009. Synthetic turbulence using artificial boundary layers. ACM Trans. Graph. 28, 5, 1--10.
[21]
Phillips, E. H., Zhang, Y., Davis, R. L., and Owens, J. D. 2009. Rapid aerodynamic performance prediction on a cluster of graphics processing units. In Proceedings of the 47th AIAA Aerospace Sciences Meeting, no. AIAA 2009-565.
[22]
Satish, N., Harris, M., and Garland, M. 2009. Designing efficient sorting algorithms for manycore GPUs. In Proc. 23rd IEEE Intl Parallel & Distributed Processing Symposium, To appear.
[23]
Selle, A., Fedkiw, R., Kim, B.-M., Liu, Y., and Rossignac, J. 2008. An unconditionally stable MacCormack method. J. Sci. Computing 35, 350--371.
[24]
Shah, M., Cohen, J. M., Patel, S., Lee, P., and Pighin, F. 2004. Extended Galilean invariance for adaptive fluid simulation. In SCA '04, Eurographics, 213--221.
[25]
Stam, J. 1999. Stable fluids. In SIGGRAPH 99, 121--128.
[26]
Stam, J. 2003. Real-time fluid dynamics for games. In Proceedings of the Game Developer Conference.
[27]
West, M. 2007. Practical fluid dynamics: Parts I and II. Game developer (March-April).
[28]
Wicke, M., Stanton, M., and Treuille, A. 2009. Modular bases for fluid dynamics. ACM Trans. Graph. 28, 3, 1--8.
[29]
Yavneh, I. 1996. On red-black SOR smoothing in multigrid. SIAM J. Sci. Comput. 17, 1, 180--192.
[30]
Yuksel, C., House, D. H., and Keyser, J. 2007. Wave particles. ACM Trans. Graph. 26, 3, 99.
[31]
Zhao, Y., Qiu, F., Fan, Z., and Kaufman, A. 2007. Flow simulation with locally-refined LBM. In I3D '07, 181--188.

Cited By

View all

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
I3D '10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
February 2010
201 pages
ISBN:9781605589398
DOI:10.1145/1730804
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 February 2010

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. GPU computing
  2. fluid simulation
  3. particle simulation

Qualifiers

  • Research-article

Conference

I3D '10
Sponsor:
I3D '10: Symposium on Interactive 3D Graphics and Games
February 19 - 21, 2010
D.C., Washington

Acceptance Rates

Overall Acceptance Rate 148 of 485 submissions, 31%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)20
  • Downloads (Last 6 weeks)2
Reflects downloads up to 20 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Deep Appearance PrefilteringACM Transactions on Graphics10.1145/357032742:2(1-23)Online publication date: 16-Jan-2023
  • (2023)A Sparse Distributed Gigascale Resolution Material Point MethodACM Transactions on Graphics10.1145/357016042:2(1-21)Online publication date: 16-Jan-2023
  • (2022)Robust computation of implicit surface networks for piecewise linear functionsACM Transactions on Graphics10.1145/3528223.353017641:4(1-16)Online publication date: 22-Jul-2022
  • (2022)Compatible intrinsic triangulationsACM Transactions on Graphics10.1145/3528223.353017541:4(1-12)Online publication date: 22-Jul-2022
  • (2022)A moving eulerian-lagrangian particle method for thin film and foam simulationACM Transactions on Graphics10.1145/3528223.353017441:4(1-17)Online publication date: 22-Jul-2022
  • (2022)ASSETACM Transactions on Graphics10.1145/3528223.353017241:4(1-12)Online publication date: 22-Jul-2022
  • (2022)R2E2ACM Transactions on Graphics10.1145/3528223.353017141:4(1-12)Online publication date: 22-Jul-2022
  • (2022)Disentangling random and cyclic effects in time-lapse sequencesACM Transactions on Graphics10.1145/3528223.353017041:4(1-13)Online publication date: 22-Jul-2022
  • (2022)A fast unsmoothed aggregation algebraic multigrid framework for the large-scale simulation of incompressible flowACM Transactions on Graphics10.1145/3528223.353010941:4(1-18)Online publication date: 22-Jul-2022
  • (2022)Neural dual contouringACM Transactions on Graphics10.1145/3528223.353010841:4(1-13)Online publication date: 22-Jul-2022
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media