Browse > Article
http://dx.doi.org/10.15701/kcgs.2017.23.2.29

Massive Fluid Simulation Using a Responsive Interaction Between Surface and Wave Foams  

Kim, Jong-Hyun (Kangnam University)
Abstract
This paper presents a unified framework to efficiently and realistically simulate surface and wave foams. The framework is designed to first project 3D water particles from an underlying water solver onto 2D screen space in order to reduce the computational complexity of determining where foam particles should be generated. Because foam effects are often created primarily in fast and complicated water flows, we analyze the acceleration and curvature values to identify the areas exhibiting such flow patterns. Foam particles are emitted from the identified areas in 3D space, and each foam particle is advected according to its type, which is classified on the basis of velocity, thereby capturing the essential characteristics of foam wave motions. We improve the realism of the resulting foam by classifying it into two types: surface foam and wave foam. Wave foam is characterized by the sharp wave patterns of torrential flow s, and surface foam is characterized by a cloudy foam shape even in water with reduced motion. Based on these features, we propose a technique to correct the velocity and position of a foam particle. In addition, we propose a kernel technique using the screen space density to efficiently reduce redundant foam particles, resulting in improved overall memory efficiency without loss of visual detail in terms of foam effects. Experiments convincingly demonstrate that the proposed approach is efficient and easy to use while delivering high-quality results.
Keywords
Surface and wave foams; Fluid simulation; Foam effects; Screen space;
Citations & Related Records
연도 인용수 순위
  • Reference
1 M. Ihmsen, N. Akinci, G. Akinci, and M. Teschner, "Unified spray, foam and air bubbles for particle-based fluids," The Visual Computer, vol. 28, no. 6-8, pp. 669-677, 2012.   DOI
2 C.-B. Wang, Q. Zhang, F.-L. Kong, and H. Qin, "Hybrid particle-grid fluid animation with enhanced details," The Visual Computer, vol. 29, no. 9, pp. 937-947, 2013.   DOI
3 W. Geiger, M. Leo, N. Rasmussen, F. Losasso, and R. Fedkiw, "So real it'll make you wet," in ACM SIGGRAPH 2006 Sketches, 2006.
4 F. Losasso, J. Talton, N. Kwatra, and R. Fedkiw, "Twoway coupled sph and particle level set fluid simulation," IEEE Transactions on Visualization and Computer Graphics, vol. 14, no. 4, pp. 797-804, 2008.   DOI
5 V. Mihalef, D. Metaxas, and M. Sussman, "Simulation of two-phase flow with sub-scale droplet and bubble effects," Computer Graphics Forum, vol. 28, no. 2, pp. 229-238, 2009.   DOI
6 W. A. Sirignano, Fluid dynamics and transport of droplets and sprays. Cambridge: Cambridge University Press, 1999.
7 P. W. Cleary, S. H. Pyo, M. Prakash, and B. K. Koo, "Bubbling and frothing liquids," in ACM SIGGRAPH, 2007.
8 M. B. Nielsen and O. Osterby, "A two-continua approach to Eulerian simulation of water spray," ACM Transactions on Graphics, vol. 32, no. 4, pp. 67:1-67:10, 2013.
9 M. Muller, S. Schirm, and S. Duthaler, "Screen space meshes," in ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007, pp. 9-15.
10 R. Fedkiw, J. Stam, and H. W. Jensen, "Visual simulation of smoke," in ACM Transactions on Graphics, 2001, pp. 15-22.
11 J.-M. Hong, T. Shinar, and R. Fedkiw, "Wrinkled flames and cellular patterns," in ACM Transactions on Graphics, 2007.
12 W. J. van der Laan, S. Green, and M. Sainz, "Screen space fluid rendering with curvature flow," in Symposium on Interactive 3D Graphics and Games, 2009, pp. 91-98.
13 Y. Zhu and R. Bridson, "Animating sand as a fluid," in ACM SIGGRAPH, vol. 24, 2005, pp. 965-972.
14 F. H. Harlow, "The particle-in-cell computing method for fluid dynamics," Methods in computational physics, vol. 3, no. 3, pp. 319-343, 1964.
15 M. B. Nielsen and O. Osterby, "A two-continua approach to eulerian simulation of water spray," in ACM SIGGRAPH, vol. 32, no. 4, 2013, p. 67.
16 M. Botsch, A. Hornung, M. Zwicker, and L. Kobbelt, "Highquality surface splatting on today's gpus," in Second Eurographics/IEEE VGTC Conference on Point-Based Graphics, 2005, pp. 17-24.
17 T. Takahashi, H. Fujii, A. Kunimatsu, K. Hiwada, T. Saito, K. Tanaka, and H. Ueki, "Realistic animation of fluid with splash and foam," Computer Graphics Forum, vol. 22, no. 3, pp. 391-400, 2003.   DOI