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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."

12 of 124 comments (clear)

  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 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.

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

    That's the Stanford Bunny.

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  3. 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.

  4. 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.

  5. Re:Can someone post links to the videos? by bumby · · Score: 3, Informative
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  6. 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.

  7. 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

  8. 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.

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  9. 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.

  10. 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.

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  11. 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.

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