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Making Animated Fluids Look More Realistic

brunascle writes "Technology Review has an article about recent advances in animated fluid dynamics made by Mathieu Desbrun, a computer science professor at Caltech. 'He and his team are developing an entirely new approach to fluid motion, based on new mathematics called discrete differential geometry, that use equations designed specifically to be solved by computers rather than people.' Desbrun explains that the currently in-use equations for animating fluid dynamics were not developed with computers in mind, and were simply reworkings of older equations. He claims that his new equations use about the same amount of computer resources, but with much better results. The article includes a 5 minute (flash) video demonstrating various results using his equations, ending with 2 fascinating and vivid displays: the first of a snowglobe, and the second of a cloud of smoke filling a volume in the shape of a bunny."

124 comments

  1. POVRay fluid simulation. by suso · · Score: 3, Informative

    If you ever want to see some cool simulations of water and other particles, there are some folks in the POVRay animation usenet newsgroup (on news.povray.org) that have been experimenting around with fluids over the past year. They are actually pretty neat animations that simulate fluids pretty well.

    1. Re:POVRay fluid simulation. by imsabbel · · Score: 1, Informative

      ACtually, povray and its newsgroup is the very last place to look for good looking fluid simulation, as all those available are bad hacks by using blobs and particle simulaton (and look like crap, if you dont live in the 1980s, CG-wise).
      There are quite a few companies that make fluiddynamic plugins for maya or 3ds, and _those_ produce really good results.

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    2. Re:POVRay fluid simulation. by suso · · Score: 0, Offtopic

      if you dont live in the 1980s, CG-wise).

      Actually, I am living in the 1980s.

    3. Re:POVRay fluid simulation. by Anonymous Coward · · Score: 1, Funny

      You forgot the, "you inconsiderate clod."

    4. Re:POVRay fluid simulation. by Lady+Jazzica · · Score: 3, Informative

      Actually, the "Liquid Animation" series by fidos uses the Navier Stokes equations.... If anyone's interested, look for them here; the last one was posted on May 20, 2006.

    5. Re:POVRay fluid simulation. by Creepy · · Score: 2, Informative

      Huh?

          All methods of fluid dynamics including the one described here use particle simulations of some kind. Even blob simulations are essentially particle simulators (mesh vertices are the particles). The difference between this method and others is that it apparently defines the flux itself based on the surface curvatures of the objects the particles are interacting with, not the conservation of momentum as per the Navier-Stokes Equations (NSE). POV may have been a bad example by the original poster - I haven't looked at it since the early 1990s myself, but technically bad looking fluid effects would not be its fault since it should theoretically be possible to use ray tracing to give a perfect particle simulation (provided you have enough particles) and given correct physics calculations.

      Discrete Geometry - a field that studies finitely surfaced objects (e.g. polygons)
      Differential Geometry - the study of curved geometric shapes (e.g. spheres)
      Discrete Differential Geometry is something in-between the two - creating a discrete representation of a differential system is probably the best explanation I can give.

      The NSE compute a discrete system (a finite set of points in practice).

    6. Re:POVRay fluid simulation. by Anonymous Coward · · Score: 0

      This thread is useless without pics.

  2. Uhhhh... by Anonymous Coward · · Score: 0

    How about solving the N-S equations ?

  3. Not just "a bunny" by exp(pi*sqrt(163)) · · Score: 4, Informative

    That's the Stanford Bunny.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    1. Re:Not just "a bunny" by FooAtWFU · · Score: 2, Funny

      And here I was hoping for the Utah teapot! Simulate me a steaming pot of boiling water, and then show me what happens when I take the lid off....

      --
      The World Wide Web is dying. Soon, we shall have only the Internet.
    2. Re:Not just "a bunny" by Thansal · · Score: 2, Funny

      you burn your hand something horrible.

      However I don't think that has anything to do with animating fluids... (unless we start talking about blisters or congealing blood from REALLY bad burns).

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    3. Re:Not just "a bunny" by JoshJ · · Score: 1

      Fascinating link. Thanks.

    4. Re:Not just "a bunny" by Anonymous Coward · · Score: 1, Funny

      I assumed it was a different kind of Bunny. Dynamic fluids, a "flash" video, bunnies, snowglobes. But geez, this article isn't about pornography at all.

    5. Re:Not just "a bunny" by Anonymous Coward · · Score: 0

      They had smoke filling in the space of the aforementioned bunny.

    6. Re:Not just "a bunny" by Anonymous Coward · · Score: 0

      What ... behind that rabbit?

  4. Dammit, Slashdot by joe_n_bloe · · Score: 3, Funny

    This is the first post I've seen in a week with a link I actually wanted to check out. Thanks so much for setting someone's server room on fire.

    1. Re:Dammit, Slashdot by Aqua_boy17 · · Score: 3, Funny

      Not to worry. It's probably just a video of his server morphing into a puddle of molten metal.

      --
      What if the Hokey Pokey really is what it's all about?
    2. Re:Dammit, Slashdot by the_humeister · · Score: 1

      On the other hand, would you have known about it if it wasn't posted on slashdot?

  5. Fluids in games by PIPBoy3000 · · Score: 4, Insightful

    For us gamers, the cool application is clearly fluids in games. Currently water is a flat plane with a bump map, or possibly an animated plane that is extremely simple. Modern game engines are trying to have some simple fluid dynamics, but it's extremely CPU intensive.

    The article talks about breaking problems into smaller pieces, which means that it should work well with multi-core processors. Probably you'll first see "cosmetic" fluid dynamics, which don't affect gameplay, but still look pretty cool. Imagine characters splashing in water, setting off waves, creatures vaporizing into a puddle, and so on. Should be cool.

    1. Re:Fluids in games by Pxtl · · Score: 1

      Well, to be fair there are plenty of games that use simplified water for gameplay - various WaveRace-type games do have a full animated landscape of water that has waves and whatnot. "Spring" is an RTS that nicely mixes those wave effects. Alternately, there's the paint system from Mario Sunshine.... but that's not really fluid either.

    2. Re:Fluids in games by Soko · · Score: 4, Funny

      Probably you'll first see "cosmetic" fluid dynamics, which don't affect gameplay, but still look pretty cool

      Oh. I'd say that more realistically rendered fluid dynamics applied to, um, certain feminine features of a certain games heroine, would greatly enhance gameplay, especially visually.

      Soko

      --
      "Depression is merely anger without enthusiasm." - Anonymous
    3. Re:Fluids in games by samschof · · Score: 2, Informative

      The "breaking problems into smaller pieces" here is simply the spatial descritization. In this case, tets in 3D or triangles in 2D. They are partitioning the physical domain into a set of small regions, basically like finite elements or finite volume methods. The divergence free constraint and viscous terms still result in a global linear algebra problem to be solved at each time step. So, in this case, it doesn't really have anything to do with multi-core processors. It isn't any more (or less) amenable to parallel computation than most other methods.

    4. Re:Fluids in games by Xzzy · · Score: 4, Insightful

      We're still a long, long way from doing this in real time.

      In a general sense, computer graphics follow a pattern where someone researches a new method, the ray tracing community adopts it into their tools, refine the technology, then some sharp thinking programmer hacks up a way to approximate the effect so it can be done in real time in a game. Bump mapping, for example, was first introduced in 1996. We didn't start seeing it heavily used in games until around 2004, and it was a combination of advancing computing power and optimization.

      Not that I'm an expert, but based on this I'd guess we're at least 8 years away from having fluid simulation in whatever the FPS of the month is.

    5. Re:Fluids in games by Rufus211 · · Score: 3, Informative

      Full water is a ways off since it requires a large area to be simulated (well, you can simulate puddles, but not anything you can swim through). However real smoke animates are on their way since you can easily confine smoke to a reasonably small area. Nvidia's smokebox demo was created to show off the 8800's processing power with realistic smoke rendering, and the results of that demo are already being integrated into games. Movies more information are on the creator's website:
      http://graphics.cs.uiuc.edu/svn/kcrane/web/project _fluid.html
      http://www.gametrailers.com/player.php?id=15381&ty pe=mov&pl=game

    6. Re:Fluids in games by HaMMeReD3 · · Score: 1

      Yeah, except for the fact that games need to push 40fps+ constantly, and that these algorithms will individually calculate every "molecule" or at least a very big 3d grid of data.
      I doubt this is anywhere close to realtime, he states it is about the same performance wise as current techniques, but with higher quality. The last time I tried to render volumetric smoke, it took a while.
      Games use effects like dynamic bump mapping to create water effects. And yes, they are on a 2d plane but so are the current effects (for the most part, so games might animate the 2d plane in 3d to give the effect of waves, but it is still not 3d volumetric water. Maybe in like 3 or 4 console generations will it become feasible to have 3d volumetric water in realtime.
      Current physics solutions like havok do look pretty nice though, but this stuff is still at least a decade+ away in games.

    7. Re:Fluids in games by Anonymous Coward · · Score: 4, Informative

      Bump mapping was invented in 1978 by James Blinn and has been available in non-realtime rendering ever since. By 1996 it was a reasonably common effect in realtime software renderers (as in, everybody who wanted to show off their coding skillz had to have bump mapping in their rendering engine). But it was not easy to do bump mapping with the first-generation consumer-level 3D accelerators like 3dfx voodoo so people basically forgot about it as they moved onto hardware accelerated graphics... Until pixel shaders reintroduced the programmable pixel pipeline.

    8. Re:Fluids in games by hotdiggitydawg · · Score: 1

      For us gamers, the cool application is clearly fluids in games. Speak for yourself. Personally I've always thought realism has been sadly lacking from hentai moneyshots. C'mon, all of you know it's the truth, even if you won't admit it in public!

    9. Re:Fluids in games by Josef+Meixner · · Score: 1

      Sorry, but you have no clue. You are speaking of ponds or oceans and there you normally don't need fluid dynamics, you need some form of wave mechanics. I just took GPU Gems 1 (from 2004) from my shelf and looked it up to make sure. Uru: Ages Beyond Myth already used a much more elaborate approach. It simulates the long waves as Gerstner waves and maps a normal map onto the resulting geometry giving the appearance of small ripples. So basically it uses a normal mapped height field, quite far from a "plane".

      For bigger structures, like the ocean, you can use a tiled ocean patch. The usual way to do that in CG is to create a field of fourier coefficients matching an equation (sorry, forgot the name of it and I am too lazy to skim through that paper again, if you are interested search for 'ocean waves' and 'Tessendorf' and you should find some course notes from SIGGRAPH). The biggest problem is the inverse fourier transform needed, for an acceptably large wave patch it is quite costly. But as it is periodic in time you could in theory do some parameter matching and render the complete waves on the vertex shader of a GPU (I can't tell you if a game does it like that, but I wouldn't be too surprised). This technique was developed for the movie Titanic quite some years ago.

    10. Re:Fluids in games by smaddox · · Score: 1

      So just in time for the Half Life 3 engine =P

    11. Re:Fluids in games by Anonymous Coward · · Score: 0

      Imagine the blood splatter effects!

    12. Re:Fluids in games by ponchietto · · Score: 2, Interesting

      You would be surprised... we are already there.
      http://graphics.cs.uiuc.edu/svn/kcrane/web/project _fluid.html/

    13. Re:Fluids in games by deuterium · · Score: 2, Informative

      I've never understood why more attention isn't given to Lattice-Boltzmann methods of CFD. The algorithm is less costly, and as accurate as NS along with being highly parallelizable. PowerFLOW uses an integer based LBM, and has had great success. The conceptual problem seems to lie in centuries of continuous domain equations, which computers simply aren't designed to implement natively. People are too married to calculus.

    14. Re:Fluids in games by cheater512 · · Score: 1

      Throw a grenade in to water and watch it explode. :)

    15. Re:Fluids in games by Pseudonym · · Score: 1

      In a general sense, computer graphics follow a pattern where someone researches a new method, the ray tracing community adopts it into their tools, refine the technology [...]

      Generally speaking nowadays, the researchers use their homebrew raytracers first. Then the next group to adopt the method are the high-end scanline renderers. Then the hobbyists get it.

      And it takes ages. Remember the Geforce 3 demo which showed Luxo, Jr in real-time? That's 1986-era computer graphics, finally done in real time in 2001.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    16. Re:Fluids in games by jibster · · Score: 1

      I'm probabily waisting my time posting so late but I can't help myself. CFD mathiods and LBM's have been an obsession of mine for 10+ years now. I only recently discovered that Blender now has a LBM solver built in that's capable of some pretty fast and acurate results. These are real fuid systems not just blobs and particle emmiters. Its very nice to play.

      However while digging into the author of the Blender code I discovered his website. He has already developed real time methiods for interactive fluids. For some reason I don't understand he hasn't released his application but he has some very fine videos showing what it can do. Check out his home page.

      http://www.ntoken.com/p_fluid.html

    17. Re:Fluids in games by deuterium · · Score: 1

      Interesting stuff. I've seen some of those animations on diferent websites, and various papers I've collected over the years.

      With the increasing emphasis placed on multi-core architecture, it stands to reason that the future of physical simulation belongs to cellular automata. Wolfram will be pleased.

    18. Re:Fluids in games by sznupi · · Score: 1

      EMBM on Matrox G400 was a little earlier than pixel shaders though...

      --
      One that hath name thou can not otter
  6. this is the real deal by Anonymous Coward · · Score: 1, Interesting

    I saw a presentation on this by Desbrun last year. The absolutely most amazing thing about the approach taken is that there are multiple naturally appearing ways to get values for different differential operators. This can let the cfd practitioner get a real estimate on numerical stability. That may not sound like much but in flows in which turbulence becomes non-negligible that is huge because it's hard to tell if what you see in the model is real or artifact. All that aside, he's a reasonably nice guy -- very much in the old Cal-Tech mold of "be wicked smart", "don't brag", and "do amzing things to get noticed". Good to see the "get noticed" part is starting to happen.

  7. Sitting back. by Rukie · · Score: 1, Funny

    Just one step closer to ignoring the real world and living in a virtual reality!

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    Support the source, Open Source! An entire site developed with OSS
  8. Funding by skinfitz · · Score: 5, Funny

    Like many technological advances, this could find funding from the porn industry...

    1. Re:Funding by alexandreracine · · Score: 1

      Like many technological advances, this could find funding from the porn industry...
      It will always come from great length to have the advantage.
      --
      No sig for now.
  9. Need "Before" and "After" animations by dpbsmith · · Score: 4, Interesting

    The animations are impressive, but so was the animated water in Titanic and A Perfect Storm. I wish they had featured a comparison of the same animation, performed with the same computer resources, using the traditional and new methods.

    1. Re:Need "Before" and "After" animations by yakumo.unr · · Score: 1

      I seem to remember seeing a tutorial on how that was done for Perfect Storm using 3dsmax, it used some very basic (built in even I think) plugins, and a lot of work by hand, and added particle effects, and then just good textures. and post production effects.

      That is totally not comparible to this simulation.

    2. Re:Need "Before" and "After" animations by Anonymous Coward · · Score: 0

      You gotta be kidding. Titanic's oceans were rendered using Areté, an ocean renderer for Softimage. There's no way in this planet that a toy software like 3dsmax could have achieved the same. Softimage 3.7 from 1998 is still 900-1200 times better than 3dsmax9, which only runs on the completely obsolete Doctor Pentium architecture.

      Glass

  10. video is gone by brunascle · · Score: 4, Informative

    hmm... the video i was talking about is gone, replaced by the 2nd one under "Multimedia." sorry about that. the other 2 are still good though. the smoke is in the first one. too bad, though, the snowglobe was great.

  11. More Cutting-Edge Graphics Videos by cyberanth · · Score: 5, Informative

    Ron Fedkiw at Stanford also has a lot of very impressive demonstrations of liquids, smoke, fire, cloth, rigid bodies, elasticity, and fracturing. The videos are definitely worth checking out: http://graphics.stanford.edu/~fedkiw/ I especially like the water being poured into the glass. It's nearly photo realistic.

    1. Re:More Cutting-Edge Graphics Videos by spoco2 · · Score: 1

      Thanks for that link, some pretty amazing simulations there! :)

    2. Re:More Cutting-Edge Graphics Videos by Pseudonym · · Score: 1

      It's nearly photo realistic.

      Yeah, I saw his work on Terminator 3, too. It looked like a real melting gynoid from the future!

      Sigh.

      OK, let's get serious now. Repeat after me: There is nothing "realistic" about the entertainment industry.

      Some corollaries:

      • Dialogue does not sound like real conversation.
      • Cops/FBI agents/spies don't really do that.
      • Real lightsaber battles don't take place on falling gantries above rivers of lava.
      • Real dinosaur-frog hybrids, orcs, aliens and talking ants... well, you get the idea.
      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    3. Re:More Cutting-Edge Graphics Videos by virgil_disgr4ce · · Score: 1

      These are absolutely incredible. I'm thoroughly impressed!!! --v/d+

    4. Re:More Cutting-Edge Graphics Videos by Jesus_666 · · Score: 1

      Yeah, because once someone has dealt with Hollywood everything they ever have made and ever will make immediately becomes completely unrealistic. That's why someone who has worked on Terminator 3 can never create an almost-realistic-looking rendering of water being poured into a glass. It's also why Hollywood actors don't quite look like real human beings.

      ;)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  12. Real-world applications? by RobertB-DC · · Score: 4, Interesting

    While I'm sure the gee-whiz factor of more accurately simulating Lara Croft swimming is the hook for the story, shouldn't it at least pay lip service to real-world applications of this new technique? Wind-tunnel testing is one area that currently requires massive physical facilities, and would clearly benefit from this research -- air is a "fluid", too. You could even apply it to thicker fluids, perhaps devising new ways to fabricate items from glass or non-destructively test metal part designs for weaknesses that wouldn't have been otherwise revealed.

    Though the importance of properly modelling Lara Croft's swimsuit can hardly be overstated.

    --
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    1. Re:Real-world applications? by EndingPop · · Score: 1

      As I posted below at your level, this seems very similar current techniques in fluid dynamic simulations used in industry already. I'm wondering if they just applied that to games in a specialized form to get this. The few details the article gives seems to say just that.

      --
      My Company - Red Cedar Technology
    2. Re:Real-world applications? by dbIII · · Score: 1

      shouldn't it at least pay lip service to real-world applications of this new technique

      Simulating fluid flow isn't paticularly easy in some cases - the only time I've ever seen an analog computer (patch cables to amplifiers acting as integrators etc) was to do this. It was set up next to a test rig of a long pipe and the settings on the computer were constantly altered to refine the model so it would match the test rig. Also this is talking about real time simulation which is something engineers and physicists usually don't care about - the examples you list above were often handled with finite element modelling - you divide the problem into a lot of small chunks, apply your equation to that and then apply the influence of that chunk on the surrounding elements - time consuming with a lot of iterations but it gets there with more accuracy than if you need a rough answer in a hurry.

      From what I recall wind tunnel tests are still done in some cases not due to a lack of hardware to run the equations but uncertainty as to which equations fit the situation or range of situations best - there is no single fluid flow equation of everything that fits all situations. The most dramatic example I can think of is a subsonic nozzle starts off big and gets smaller, while a hypersonic nozzle starts small and gets larger.

  13. Roughly analygous to FEA? by EndingPop · · Score: 2, Interesting

    They mention "discrete differential geometry" in the article. This sounds a lot like a finite element/difference approach to solving fluid dynamics problems. I'm wondering if they are actually just solving for true phenomena using a simple FEA code or the like. Later when they start talking about flux (really, they're talking about calculating vorticity), they mention this same sort of discritization used in engineering.

    --
    My Company - Red Cedar Technology
    1. Re:Roughly analygous to FEA? by bockelboy · · Score: 5, Informative

      No, it has nothing to do with the finite element/difference methods at all.

      In fact, it's a fundamentally different approach from both of those methods. Finite element/difference means that you think of the problem as a continuous, smooth manifold. Then, you break the manifold into chunks (discretize) it, and you apply the "natural laws" like they would work on a smooth surface to the discretized approximation. The idea is that, the smaller the chunks, the errors becomes too small to notice.

      However, in some cases the discretization process causes quantities (like total energy of the system) to not be conserved. The little errors add up to a lot. In fluid dynamics, non-conserved quantities cause solutions to the systems that just look wrong to the casual observer.

      This team's approach is fundamentally different. Instead of discretizing a continuous problem involving a smooth manifold and continuous operators, they think of the problem as discrete to begin with and define operators on the discrete geometry. They don't say "apply the derivative to an approximation of a smooth surface", they say "apply this discrete derivative-like operator to this discrete surface". It turns out that if you define your discrete operators correctly, you can focus on conserving quantities (such as total system energy) that the normal approximation to the derivative won't.

      It offers no speedup in computation time, and probably has no parallelization opportunities beyond those normally there in fluid dynamics. However, it *does* produce better-looking solutions as all of the conservation laws are met.

      Very interesting research.

    2. Re:Roughly analygous to FEA? by samschof · · Score: 2, Informative
      With the disclaimer that I only gave the paper a cursory reading...

      It is similar. They use what is referred to as a consistent or mimetic discretization where the discrete operators have some of the same properties as the continuous operators, i.e. div curl v = 0 in the continuous case becomes DIV CURL v = 0 where DIV and CURL are the discrete version of the divergence and curl (i.e. matrices). It makes it easier to get local conservation. In this case, they focus on conserving circulation which is an integral of the vorticity in the fluid.

    3. Re:Roughly analygous to FEA? by Kerrit · · Score: 1

      Here's a pdf of his presentation at SIGGRAPH. I've had to dabble a bit in fluid dynamics for wind modelling, but I confess that most of what's in there is over my head once they depart from more traditional discrete models.

    4. Re:Roughly analygous to FEA? by samschof · · Score: 1

      There are strong connections between mimetic finite differences and mixed (Raviart-Thomas) finite elements. I wouldn't say it has "it has nothing to do with the finite element/difference methods at all".

    5. Re:Roughly analygous to FEA? by EndingPop · · Score: 1

      Since I'm a mechanics guy and I have very little experience with computational fluid dynamics, I may be completely wrong. However, this seems like something quite useful for analysis. Why can't you use the "discrete derivative-like operator" in analysis instead of trying to use a continuous version on a discretized domain? Could you eliminate the issues you mentioned of not maintaining conservation of energy, mass, etc. by using this method for the differentiation?

      --
      My Company - Red Cedar Technology
    6. Re:Roughly analygous to FEA? by bockelboy · · Score: 2, Informative

      Having a "discrete derivative-like operator" was just an example of what one might do along these lines.

      They're not the only people to do this sort of research. I remember a (Los Alamos, I think) physics research team doing a similar thing with some of Einstein's equations. By taking a different approach, they got some of the conserved quantities to stay conserved in solutions.

      Not all approximations to the derivative are created equal. In fact, for smooth functions, the finite difference method is a poor solution, as its error is going to be O(h^2), where h is the step size. So, if you discretize the problem with the traditional central differnce, set it up as a matrix problem and solve the matrix with *no error at all* (and there will be error, as you're doing numerics on a computer), your solution is going to have O(h^2) error.

      On the other hand, if you approximate the derivative using sinc methods, the error is O(2^h). This means that your numerical solution is going to be a much better approximation to the true solution.

      Moral of the story? Even though, in the limit as h -> 0, or as your discrete geometry approaches a continuous one, how you get there is going to make a huge difference in what your solution is going to be.

    7. Re:Roughly analygous to FEA? by jackbird · · Score: 2, Interesting
      It offers no speedup in computation time, and probably has no parallelization opportunities beyond those normally there in fluid dynamics. However, it *does* produce better-looking solutions as all of the conservation laws are met.

      To us pretty-pictures guys, a better-looking solution in the same amount of time IS a speedup, because otherwise we crank up the quality higher and slow down the calculation in order to get the results we want.

      (Or fake it some other way - for example, Blizzard made a trailer for warcraft 3 that showed two dead characters' blood mixing in standing water. Instead of killing themselves with a CFD solution, they shot white latex paint dissolving in a black kiddie pool on video, and used the footage as a mask to do the effect in post.)

  14. Can someone post links to the videos? by drinkypoo · · Score: 1

    The popups don't work for me for some reason. And no, it's not because I have disabled javascript (I haven't.)

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Can someone post links to the videos? by bumby · · Score: 3, Informative
      --
      Hey! That's my sig you're smoking there!
    2. Re:Can someone post links to the videos? by Anonymous Coward · · Score: 0
    3. Re:Can someone post links to the videos? by drinkypoo · · Score: 1

      Hmm, thanks for trying, but when I try to play the video it just ends up blank next to the descriptive text. I guess I won't be viewing these videos any time soon.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Can someone post links to the videos? by posterlogo · · Score: 1

      You have to turn off all your content filtering (if you have popup blockers, Adblock etc).

    5. Re:Can someone post links to the videos? by drinkypoo · · Score: 1

      Thank you, but no thanks. If my adblock rules are preventing the video, it probably means that the video is being sent from some site that I don't want to talk to anyway (I didn't really pay attention but there were references to doubleclick.net in the page source.) I'd prefer to just learn to avoid sites that utilize known popuppers and spammers... This isn't that important to me anyway. It's not like it's free porn :D

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:Can someone post links to the videos? by benjcurry · · Score: 2, Funny

      Maybe you're one of those Linux-running commies/terrorists?

      Have you checked?

      j/k

    7. Re:Can someone post links to the videos? by posterlogo · · Score: 1

      Why'd you ask then? Adblock isn't fool proof. It blocked the ad on that page, but it also blocked the interesting animation you wanted to see. I believe you can block certain portions of a page. Not every site is full of malicious code!

  15. That's nice, but... by HotBBQ · · Score: 3, Funny

    where are the new age boob animation/physics I've been waiting for?

    1. Re:That's nice, but... by zentinal · · Score: 2, Funny

      You'll need to find a gel / colloid modeling expert for that.

    2. Re:That's nice, but... by Anonymous Coward · · Score: 0
  16. I was hoping for a different bunny by spun · · Score: 3, Interesting

    I was hoping for Lenna. Simulate me a steamy Swedish playmate, and then show me what happens when I take her top off.

    Never mind that she's over 50 now, married with 3 kids...

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:I was hoping for a different bunny by exp(pi*sqrt(163)) · · Score: 1

      Years ago I wrote a really basic real-time cloth simulator. It was crap, the 'cloth' was more like rubber. But if you set it up in just the right way the rubber sheet formed a wonderful round shape that jiggled in just the right way...

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    2. Re:I was hoping for a different bunny by binarybum · · Score: 1

      Simulate me a steamy Swedish playmate, and then show me what happens when I take her top off.

          okay, but I'm not sure what simulating her slapping you and then suing you has to do with fluid dynamics.

      --
      ôó
    3. Re:I was hoping for a different bunny by spun · · Score: 2, Informative

      I bleed easily. And I tend to pee myself in court.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
  17. but which way? by ILuvRamen · · Score: 0

    maybe I missed it but they didn't mention if they're planning on calculating it in realtime with a physics processor or the computer's processor if one doesn't have one or if they're going to use the equations to pre-render it to look really realistic then just play the animation non-dynamically. I'd much prefer the second because though it would look the same every time, they could perfect it and maybe have multiple versions of it. Plus then when I use the biosludge gun from Unreal Tournament and spray 100 gobs of goo all over the playing field, my computer doesn't have to slow down to a slideshow while it tries to calculate how it will flow off every corner and into every crack on the map and stuff. Game makers always say games will never freeze but as soon as I fly 1000 helicopters across the screen in C&C Generals, uh ohhhh slowdown.

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
  18. Interesting by edwardpickman · · Score: 3, Insightful

    but the real problem is speed. The quality is quite nice on current simulators it's speed that's a problem. They say the new math isn't faster just more accurate. For entertainment use we need faster not better specs. We need something similar to hardware excelloration that is now done with particle systems. In the old days particles took forever to render but with games and software like Maya they are generally live rendered. High quality live water would be huge for graphics and earth shattering for games. It's possible but it may take a custom core on a video card CPU to pull it off. Water is a big part of many games so it'd be worth dedicated water rendering on video cards.

    1. Re:Interesting by Overzeetop · · Score: 1

      Why would this not lead to potentially faster rendering? I didn't rtfa (presumed the server was on fire), but normally you can reduce the accuracy to improve speed, and possibly use a back-end interpolation to smooth the artifacts, then a sharpening step. The last two should be far less intensive than the CFD. The general flow and patterns would be accurate. As processors catch up, you bump the accuracy to match. I'll admit that I haven't messed with CFD models, but for FEA models, the above could certainly be true.

      --
      Is it just my observation, or are there way too many stupid people in the world?
  19. Computational Fluid Dynamics by SCHecklerX · · Score: 1, Redundant

    ...is a pretty interesting field. The one class I took in it while getting my Aerospace degree made my head hurt, though. Playing with computer networks was much easier and it paid better :)

    ObLink

  20. It's not clear by GuyMannDude · · Score: 5, Insightful

    Remember that just because a simulated fluid flow "looks" more accurate, that doesn't mean that it is. The article isn't very technical at all so it's difficult to tell what's going on here. But the way it is phrased leads me to believe that they are solving new equations rather than using new techniques to solve the well-known traditional equations (e.g., Navier-Stokes, Euler, vorticity evolution equation, etc.). The result may be that the new equations are less accurate in a point-wise sense but the resulting gross observable features of the flow may look more natural. Your eye can't tell the difference between errors O(h) and O(h^2) where h is the grid spacing, but it can certainly tell if artificial viscosity from the numerical scheme causes obvious features of the flow, such as shock waves or density discontinuities, to diffuse with time.

    The applications you list require that the estimates of velocity, pressure, etc. come out accurately, and not that the resulting animated fluid flow passes the "looks plausible" test. When you're doing computational fluid dynamics solely for graphics, however, the pointwise accuracy doesn't mean squat; you want something that looks nice. I'm guessing that they've come up with a method that is optimized to make pretty movies at the expense of true numeric accuracy of the flowfield. But, again, the article is worded so generically, it's hard to tell what's going on.

    GMD

    1. Re:It's not clear by pfafrich · · Score: 3, Informative

      The research group's publications might shed a bit more light on how this works.

      --
      There are four sorts of people in the world: fools, lunatics, idiots and morons. - Umberto Eco, Foucaut's pendulum.
    2. Re:It's not clear by carlossch · · Score: 2, Informative

      Jos Stam's stable fluids (SIGGRAPH 99) was one instance of a technique that looked better but wasn't exactly more accurate (specifically, Stam presented an unconditionally stable solver based on the Hodge-Helmholtz decomposition principle. Great for graphics, horrible numerical dissipation). Desbrun et al are solving Euler's equations for inviscid flow. The new thing is that their formulation of the equation on a discrete setting (solving it on a simplicial mesh instead of on a continuous field) provably conserves vorticity exactly, without numerical dissipation. The paper is available on their Caltech page, just google for it.

    3. Re:It's not clear by Pseudonym · · Score: 4, Informative

      Remember that just because a simulated fluid flow "looks" more accurate, that doesn't mean that it is.

      In fact, just the opposite. The entertainment industry (e.g. animation/vfx) wants fluids that will obey a director rather than the laws of physics, while remaining as credible as possible.

      I have read the SIGGRAPH course notes. They are indeed solving the Navier-Stokes equations. Because this is for the entertainment business, they want to retain as much visual detail as possible while keeping the time step as large as possible.

      Previous approaches are based on techniques developed for astrophysics, meteorology and oceanography, where you don't care so much about the small-scale detail. To overcome this, previous approaches either modelled more viscous fluids, such as melting wax (see House of Wax for onex example) where there fine-scale detail dissipates quickly anyway, or went to some trouble to mimic the propagation of the detail. One common approach, for example, is to take the curl of the velocity field ("vorticity"), advect it, then add a bit back. Yeah, it looks pretty good.

      The main advances of this approach are two-fold. One is that instead of using Lagrangian particles or an Eulerian grid, they're using a simplicial grid which matches exactly the geometry of the environment, which means that interactions with the environment are exact.

      Secondly, and this is the key bit, rather than separate "a bit" of the vorticity, they treat it as a completely separate variable. The advantage is that the vorticity field, being the curl of a vector field, is inherently divergence-free. Previous techniques had to manually zero-out the divergence in a separate step, which was usually the expensive part.

      OK, if you didn't understand that, think about what's happening physically. The fluids that you generally care about in visual effects/animation are incompressible at the scales that you care about. Think of a glass of water, for example. Water in a glass isn't really incompressible, but it is close enough because the "speed of sound" in water is huge, when you consider the size of a glass and the length of a single frame of film.

      So the water is effectively incompressible, which means it has an effectively infinite spend of sound. That means that if you "push" it in one place, then for the water to conserve its volume/mass (volume is proportional to mass in an incompressible fluid, remember), displacement elsewhere will have to happen instantaneously. That means that in general, you can't just make decisions locally; there needs to be a step in the solver which propagates these pressure effects over the whole fluid in one step.

      The advance of this new method is hard to explain, but it uses a formulation that avoids this error-prone step completely. It's not free, since it requires that you convert between vorticity and flux. And it's hard to see how you'd model some of the more difficult forces like surface tension. But it's pretty impressive nonetheless.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  21. Paper by MajroMax · · Score: 4, Informative

    What the CFD-literate Slashdotters will want to read is the actual paper (warning, pdf) that the article is based upon.

    It's a neat method, but it's nothing revolutionary. The upshot is that their method tries to conserve vorticity (fluid spin) better than the other methods currently used for graphics, with the aim of getting rid of hacks that are now necessary to Make Things Look Good. The entire spin (no pun intended) in the article about "equations for computers, not for people" is journalistic sensationalism.

    All told, it's a vorticity-based Finite Element Method, which is solved as a sparse linear system. Cool pictures, though.

    --
    "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
    1. Re:Paper by ColdWetDog · · Score: 1
      All told, it's a vorticity-based Finite Element Method, which is solved as a sparse linear system.

      Well, if one has to describe the paper using your words or "journalistic sensationalism", I'll take the latter, thank you.

      --
      Faster! Faster! Faster would be better!
    2. Re:Paper by Anonymous Coward · · Score: 0

      Come on, it's not that obscure! I'm sure at least 10 % of the graduate students on slashdot are somewhat familiar with the Finite Element Method, not to mention the guys who majored in applied mathematics....

    3. Re:Paper by exp(pi*sqrt(163)) · · Score: 2, Insightful

      It doesn't try to conserve vorticity better. It defines a discrete analog of continuous vorticity and it guarantees that this is precisely conserved (up to machine precision). The whole point of this work, and related work, is to define discrete systems where discrete analogs of standard theorems of calculus hold exactly. This deserves more than "It's a neat method, but it's nothing revolutionary". It's actually a pretty awesome approach. I don't know how good it is in other respects however.

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    4. Re:Paper by bar-agent · · Score: 1

      This reminds me of David Brin's Uplift universe.

      In the Uplift universe, the mathematics of the advanced alien civilizations were based on integers. They did not have calculus, floating-point numbers, or infinities. Their mathematics were only intended for computers, which used discrete or quantized values that modeled atoms, etc., exactly.

      It looks like we might be heading in that direction ourselves. :)

      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
    5. Re:Paper by big4ared · · Score: 1

      You're totally right -- this is journalistic sensationalism. Generally, you don't submit a paper to TOG unless you get rejected from Siggraph first. It seems like for the last few years, Siggraph has accepted 4 fluids papers (i.e. 1 session) per year. Those 4 are the ones that the brightest minds in computer graphics were the most impressed by.

    6. Re:Paper by MajroMax · · Score: 1

      It doesn't try to conserve vorticity better. It defines a discrete analog of continuous vorticity and it guarantees that this is precisely conserved (up to machine precision). The whole point of this work, and related work, is to define discrete systems where discrete analogs of standard theorems of calculus hold exactly.

      You're right, I made a mistake when I said that. What their model does do, is introduce (limited) numerical diffusion into the vorticity; that's a natural consequence of any explicitly-conserving scheme. Treating vorticity rather than velocity is the defining characteristic, and that's definitely neat. It's still not as revolutionary as the original article hypes it up, but that's just journalism for you.

      --
      "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
  22. Real-world Gushers? by Anonymous Coward · · Score: 0

    "You could even apply it to thicker fluids, perhaps devising new ways to fabricate items from glass or non-destructively test metal part designs for weaknesses that wouldn't have been otherwise revealed."

    My vote is for sperm and breast milk. I'm sure you devients could find something else.

  23. That's nice, but...Extension cord. by Anonymous Coward · · Score: 0

    New age boobs? What? You have to recharge them between each use?

  24. Larger/slower video by heroine · · Score: 1

    These flash video players may be the rage of 2007, but the tiny pictures are barely visible and users can't resize them or slow down the playback like they could in the past.

    The liquefying character demo looks like it would be interesting if it could be slowed down.

    1. Re:Larger/slower video by sznupi · · Score: 1

      When Opera resizes webpage, it does that to everything, including flash.

      --
      One that hath name thou can not otter
  25. Importance of Animated Fluids by MS-06FZ · · Score: 1

    Some may question the need for improvements in the field of animated fluids. But many forget that animated fluids are pivotal to the success of Hentai, in which they are used quite extensively and to good effect.

    --
    ---GEC
    I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
    1. Re:Importance of Animated Fluids by Sazarac · · Score: 1

      Am I a pervert because the phrase "animated fluids" makes me chuckle?

      --
      This sig is exempt from disclosure under the privacy Act of 1974.
    2. Re:Importance of Animated Fluids by Cafe+Alpha · · Score: 1

      Didn't Bjork have a music video with computer-animated ahem, fluids? She's a pioneer!

  26. Das boot by Sloppy · · Score: 1

    This is good news, because the "das boot" scene in Beerfest was incredibly fake-looking.

    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  27. Prince of Persia by SanityInAnarchy · · Score: 3, Insightful

    There have been various kinds of approximations... The one I remember the most was Prince of Persia: Sands of Time. There was so little water in the game that the water they did have was very, very cool -- you could walk around in it, your footsteps would send out ripples... While those ripples may have technically been a flat plane, they did properly refract what was under them.

    And this was in a PS2 game. We could probably be doing much better already, if people cared that much.

    There was also a game called Lugaru, which was the farthest thing from "real" fluid dynamics -- yet, slash someone with a knife, and the wound would bleed a bit (leaving a trail of blood down the character's chest). Kill them with a knife, and your knife would likely drip blood, and the corpse would lie in a growing pool of its own blood. Technically less impressive -- this game can play on pretty much anything that can play Counter-Strike (the original, I'd guess) -- but all it really takes is an attention to detail.

    Kind of like -- remember how we all approximated shadows? You know, you'd have a spinning fan and a fixed light source, so you'd generate a spinning-fan-shadow texture and apply it to the wall behind the fan? Eventually, of course, we got machines powerful enough and someone clever enough that we can basically just do shadows any way we want (Doom 3, Quake 4), but until that happened, there were all kinds of cheap hacks we used to make it look as good as it could at the time.

    So, this is a long way from being done in games, but depending on how much attention you pay to those kinds of details, you should be able to make a game today which can look much better with respect to water -- just look at Prince of Persia.

    One final thing: It won't be applied everywhere. Just look at physics -- not every game is Red Faction, and including Havok (or ODE) doesn't automatically make your game a physics sandbox. Consider that both Half-Life 2 and Doom 3 use the same physics engine. Consider that in Doom 3, you can find an invincible 3-ring binder, which you can unload your entire arsenal of unholy weapons on, burn, explode, and chainsaw it till it's pitch-black, then wait around, and the black will fade into white, and it'll be good as new.

    So, you may have a little pond, or a bit of blood, which is approximated about right, but there will be exceptions -- it won't apply to the ocean, and it won't apply to every little dust particle...

    --
    Don't thank God, thank a doctor!
    1. Re:Prince of Persia by KozmoStevnNaut · · Score: 1

      Doom 3 doesn't use the Havok physics engine, they wrote their own physics engine along with the graphics engine. It works pretty well (as the Grabber in the expansion pack shows, but according to people who've digged a bit through the code, the defined object weights are way off in some cases. I think one of the worst examples is that the burger boxes in the game are heavier than the explosive barrels.

      --
      Eat the rich.
  28. Kiba? by Anonymous Coward · · Score: 0

    I smell a new Kiba effect in the works

  29. This + Demoscene = über by Superken7 · · Score: 1

    Anyone else noticed that these are really uber-cool demos ?
    I would like to see them working with some of the guys from the demoscene or vice versa,
    maybe they could learn some things from each other.
    if they dont already, that is :)

    1. Re:This + Demoscene = über by Anonymous Coward · · Score: 0

      Please no.
      As a VB programmer currently working for network south east rail and having a hard time making a database front end usable on the somewhat outdated computers, seeing some demo scene kid do realistic looking 3d fluid dynamics on their C64 would make me cry.

    2. Re:This + Demoscene = über by Anonymous Coward · · Score: 0

      Vorticity by MFX has a 2D fluid sim: http://pouet.net/prod.php?which=26507
      47'111.0 by Faktory has a neat 3D flame/smoke fluid scene near the end, as well as a few other technical goodies: http://pouet.net/prod.php?which=13048

  30. From the ideas man. by Anonymous Coward · · Score: 0

    Here's an idea for a method of taking meaurements for these studies, and a process for simplifying the process of making nondynamic vector animations:

    Float a lattice of small white ball floats, connected by rubber bands in a triangle formation, and then do a motion capture. The disruption to the pool could be carefully controlled. The elasticity of the rubber bands, and the buoyancy of the balls would be simple constants to make corrections for if even necessary. A black light and flurescent balls could be used to up the accuracy of the motion captures, and reduce noice from reflections if that was an issue.

    For captures involving the fluid's interaction objects, where the net above would interfere, in substitute of the lattice, similar captures could be taken using non-netted balls, where the surface has been completely saturated. The saturation could be reduced and played with in the occurance of prolems like stacking, or a more complicated solution like magnets in the balls could be used.

    -the ideas man: Morgan Chase

    I'm full of ideas like this,(and better) and happen to be freelance. If you like the idea and think it shows potential on my part, email me a problem to solve at morganchaser@gmail.com and I'll give a free sample. After that point, we negotiate commission, or I am open to job offers. I can solve as many demostration problems as desired if the problems are obviously for the purposes of evaluation.

    I specialize in mechanical and physical problems but you may be surprised at my range. The skill carries with me to any field I take an interest in, and resultingly master(I never fail: too persistent) and am willing to do so given an appealing offer.

    1. Re:From the ideas man. by Anonymous Coward · · Score: 0

      Oops, didn't RTFA. Looks like that's essentially what's being done. Re-invented the wheel. That's embarrassing. Oh well. I'll save the calling card for future non-redundant use.

      -Morgan Chase

  31. ID in games by Anonymous Coward · · Score: 0

    "Not that I'm an expert, but based on this I'd guess we're at least 8 years away from having fluid simulation in whatever the FPS of the month is."

    Give John Carmack a crack at it. We'll have it by tomorrow.

  32. Animated Fluids? by Anonymous Coward · · Score: 0

    steve Ballmer would say: squirt!

  33. Three questions by Anonymous Coward · · Score: 0

    1. Where are the equations?
    2. Are they patented? (shudder)
    3. How hard will it be to implement them into Blender?

  34. ad-free 1-page URL of story.... Enjoy by Anonymous Coward · · Score: 0

    http://www.technologyreview.com/printer_friendly_a rticle.aspx?id=18124

    C'mon story submitters, link to the ad-free, 1-page version of stories (if there is one) from now on.

    Nobody wants to waste their time looking at ads.

    Posted as Anonymous Coward to avoid karma whoring.

  35. Well.... by njord · · Score: 2, Insightful

    The Caltech folks' approach (and this is actually the work of one of Desbrun's students, Sharif Elcott) is actually more pleasing mathematically than computationally. This particular paper makes a special effort to develop an intrinsic formulation of the equations of incompressible fluids, which allows for fluid simulation on meshes of arbitrary topology. That isn't terribly useful - movies and games aren't typically interested in 2d fluid simulation on a torus embedded in 3d...

    Their approach is also closely tied to the properties of the static mesh, meaning that a lot of the "efficiency" that the method gains is the result of extensive pre-processing. If we want fluid with solid objects suspended in it, we're looking at a lot more computation.

    Additionally, the vorticity method they use requires a very accurate Poisson solve to recover the velocity. Previous approaches to incompressible fluids typically solved a Poisson equation, but this was to project the solution onto a divergence-free space. In this case, it is acceptable to "cheat" a little on this part and only partially eliminate divergence. The approach in this paper doesn't allow this without serious sacrifices.

    This paper deals with two models of fluid - incompressible, inviscid, Euler and incompressible Navier-Stokes. The latter is a widely accepted model for waters in reasonable conditions, but the former has no physical analogue. As a matter of fact, there are more efficient methods than this for solving so-called Poiseuille flow. They also claim great advantages over the popular "Stam advection" but their use of backward Euler integration is still going to be ridiculously diffusive, particularly when the CFL number is not obeyed.

    This may seem very negative of me, but I should add that I think this is among the very best publications on CFD in graphics. This paper should have been published when it was first submitted to SIGGRAPH 2 years ago, rather than be relegated to a non-conference TOG issue. It's really too bad Sharif is not mentioned in the article, since this is his work more than anyone else's.

    njord

  36. try 1997 by Dion · · Score: 1

    Don't assume that it wasn't possible to do Luxo Jr. in real time way earlier, just because the crappy 3d accelerators finally got around to doing it by 2001.

    My guess is that if anyone wanted to then they could have replicated Luxo Jr. in pure software around 1997, but in somewhat less than broadcast quality.

    The demoscene did many effects in real time much more impressive and at higher complexity for years earlier.

    --
    -- To dream a dream is grand, but to live it is divine. -- Leto ][
    1. Re:try 1997 by Pseudonym · · Score: 1

      I hung around the demoscene in 1992-4 or so (go Future Crew!), and the stuff they were doing wasn't higher complexity than Luxo, Jr. They couldn't do curved surfaces, non-Lambertian surfaces were a dream, multiple lights didn't exist and nobody really cared about character animation. My dim recollection was that things hadn't improved in those areas by 1997, though of course, they'd improved in other areas.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    2. Re:try 1997 by Dion · · Score: 1

      A lot changed between 1994 and 1997.

      If someone had wanted to then they could have replicated luxo jr, though.

      --
      -- To dream a dream is grand, but to live it is divine. -- Leto ][