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Title: Fluid Simulation A Practical Approach: Part I


1
Fluid Simulation A Practical Approach Part I
  • By Michael Su

04/16/2009
2
Agenda
  • Introduction
  • Fluid characteristics
  • Navier-Stokes equation
  • Eulerian vs. Lagrangian approach
  • Dive into the glory detail (A case study of the
    2d fluid simulation)
  • Advection
  • Diffusion
  • Pressure solve
  • Fluid object couple
  • One-way and two-way coupling
  • Real-time fluids

3
Objectives
  • Broad view of the fluid simulation in graphics
    community and its potential applications
  • Basic knowledge about the grid-based fluid
    simulation
  • Understanding the challenges of the existing
    methods
  • Foundation for the following two fluids- related
    lectures (smoke granular material).

4
Introduction
  • Applications
  • Games (Half Life, Crysis)
  • Scientific visualization (Water sewage system,
    dam construction)
  • Movie special effects (Finding Nemo, Pirates of
    Caribbean)
  • Medical simulation (Blood flow)
  • What can we achieve so far?
  • Smoke
  • Granular flow (Sand)
  • Newtonian fluid (Water, ocean)
  • Non-Newtonian fluid (Blood, honey, goop
    (viscoelaticity flow))
  • Microscopic phenomena

5
Fluid Characteristics (1)
  • Basic properties
  • Pressure
  • Density
  • Viscosity (subject to shear stress)
  • Surface tension
  • Different types of fluids
  • Incompressible (divergence-free) fluids Fluids
    doesnt change volume (very much).
  • Compressible fluids Fluids change their
  • volume significantly.
  • Viscous fluids Fluids tend to resist a
  • certain degrees of deformation

6
Fluid Characteristics (2)
  • Inviscid (Ideal) fluids Fluids dont have
    resistance to the shear stress
  • Turbulent flow Flow that appears to have chaotic
    and random changes
  • Laminar (streamline) flow Flow that has
  • smooth behavior
  • Newtonian fluids Fluids continue
  • to flow, regardless of the force
  • acting on it

7
Fluid Characteristics (3)
  • Non-Newtonian fluids Fluids that have
    non-constant viscosity
  • Phase Transition Fluids may change
  • physical behavior under different
  • environmental conditions.

8
Challenges
  • Modeling continuum fluids on discrete systems
    Its all about approximations
  • Topological variations and different kinds of
    behaviors with interacting subjects
  • Numerical stabilities, accuracy and convergence
    issues
  • Performance
  • User control

9
Fluid Simulation A Practical Approach Part II
  • By Michael Su

04/20/2009
10
Calculus Review (1)
  • Gradient ( ) A vector pointing
  • in the direction of the greatest
  • rate of increment
  • Divergence ( ) Measure how the
  • vectors are converging or diverging
  • at a given location (volume
  • density of the outward flux)

u can be a scalar or a vector
Source, Div(u) 0
Sink, Div(u)
u can only be a vector
11
Calculus Review (2)
  • Laplacian (? or ) Divergence of the
    gradient
  • Finite Difference Derivative approximation

u can be a scalar or a vector
12
Navier-Stokes Equation
  • Momentum equation
  • Incompressibility

ut k?2u (u??)u ?p f
George Gabriel Stokes (18191903)
Claude-Louis Navier (17851836)
??u0
u the velocity field
k kinematic viscosity
13
Techniques Overview
  • Borrowed from CFD (Computational Fluid Dynamics)
  • Common techniques for solving Navier Stokes
    equation
  • Eulerian approach (grid-based)
  • Lagrangian approach (particle-based)
  • Spectral method
  • Lattice Boltzmann method

14
Eulerian Approach
  • Discretize the domain using finite differences
  • Define scalar vector fields on the grid
  • Use the operator splitting
  • technique to solve each
  • term separately
  • Evaluation
  • Derivative approximation
  • Adaptive time step/solver
  • Memory usage speed
  • Grid artifact/resolution limitation

15
Lagrangian Approach
  • Treat the fluid as discrete particles
  • Apply interaction forces (i.e. pressure/viscosity)
    according to certain
  • pre-defined smoothing kernels
  • Evaluations
  • Mass / Momentum conservation
  • More intuitive
  • Fast, no linear system solving
  • Connectivity information/Surface reconstruction

16
Case Study A 2D Fluid Simulator
  • We focus exclusively on incompressible, viscous
    fluid
  • Assuming the gravity is the only external force
  • No inflow or outflow
  • Constant viscosity, constant density everywhere
    in the fluid

17
Simulation Loop
Advection
Body Force
Diffusion
Scalar/Vector fields defined on the grid
Pressure Solve
ut k?2u (u??)u ?p f
??u0
18
The Power of Operator Splitting
  • One complicated Multi-dimensional operator A
    series of simple, lower dimensional operators
  • Each operator can have its own integration scheme
    and different time step sizes
  • High modularity and easy to debug

Un A B D P
U
U
U
Un1
19
Advection (1)
  • Sometimes called Convection or Transport
  • Define how a quantity moves with the underlying
    velocity field
  • This term ensures the conservation of momentum
  • Advection equation
  • Approaches
  • Forward Euler (unstable)
  • Semi-Lagragian advection (stable for large time
    steps, but suffers from the dissipation issue)

20
Advection (2)
Forward Euler Advection
Semi-Lagragian Advection
21
Diffusion (1)
  • Define how a quantity in a cell inter-changes
    with its neighbors
  • Diffusion Blurring
  • The viscous fluid can be achieved by applying
    diffusion to the velocity field

Low Viscosity
High Viscosity
Figures from Carlson, Mucha, Turk Melting and
Flowing, SCA 02
22
Diffusion (2)
  • Diffusion equation
  • Approaches
  • Explicit formulation
  • Implicit formulation
  • (for high viscosity)

23
Diffusion (3)
0
0
0
0
2.5
5
0
0
0
0
-10
2.5
2.5
0
0
0
0
0
0
2.5
0
Before the diffusion
After the diffusion (k 0.5, time step size 1)
24
Pressure Solve (1)
  • Its sometimes called Pressure Projection
  • What does the pressure do?
  • Keep the fluid at constant volume
    (incompressible, conservation of mass).
  • Make sure the velocity field stays
    divergence-free

Compressible
Incompressible
25
Pressure Solve (2)
  • Equation to solve
  • How to solve for pressure
  • Taking divergence of both sides of (1), we will
    have
  • Build a system of equations and solve Ap d
    using an iterative method such as Conjugate
    Gradient
  • Update the velocity field from the pressure
    gradient

s.t.
(1)
(Poisson Equation)
26
Pressure Solve (3)
  • What about the pressure on boundary nodes?
  • Free surface The fluid can
  • evolve freely (p 0)
  • Solid wall The fluid cant
  • penetrate the wall but can
  • flow freely in tangential
  • directions (Neumann BC)

27
Issues
  • Possible reasons why your simulation doesnt look
    right
  • CFL condition violation
  • Smaller time steps / Implicit solver
  • Flux conservation BCs may not be set correctly
  • Grid resolution/ Memory Adaptive grids
  • Numerical dissipation Back and Forth Error
    Compensation and Correction 4 / Vorticity
    confinement 5
  • Handle the interface and complex topological
    changes Level set method 6
  • Volume loss Particle level set 7

28
Fluid-Object Coupling
  • One-way coupling
  • Solid-Fluid interaction The fluid has no
    influence on the solid
  • Fluid-Solid interaction The solid has no
    influence on the fluid
  • Two-way coupling
  • Manipulate the boundary conditions
  • Finite Element techniques ALE DLM
  • Rigid Fluid Treat the solid as fluids and
    enforce the rigidity constraint 8

29
Real-time Fluids (1)
  • Principles
  • Cheap to compute
  • Low memory consumption
  • Stability
  • Plausibility
  • Interactivity
  • Common techniques
  • Procedural water Superimpose sine waves of a
    variety of amplitudes and directions. 9

30
Real-time Fluids (2)
  • Heightfield approximations If the surface is the
    only interest, it can be represented using a 2d
    heightfield and animated by 2d wave equations
    with interaction forces.
  • Particle systems This approach is
  • good at simulating a small amount of
  • water such as a puddle, a bubble,
  • or splashing fluids

31
References (1)
  • 1 R. Bridson and M. Müller-Fischer. Fluid
    Simulation. SIGGRAPH 07 Course Notes
  • 2 R. Bridson. Fluid Simulation for Computer
    Graphics. A K Peters, 2008
  • 3 J. Stam. Real-Time Fluid Dynamics for Games.
    GDC 2003
  • 4 B. Kim, Y. Liu, I. Llamas, and J. Rossignac.
    FlowFixer Using BFECC for Fluid Simulation.
    EGWNP 05
  • 5 R. Fedkiw, J. Stam, and H.W. Jenson. Visual
    Simulation of Smoke. SIGGRAPH 01
  • 6 N. Foster, R. Fedkiw, Practical Animation of
    Liquids. SIGGRAPH 01
  • 7 D. Enright, S. Marschner, R. Fedkiw.
    Animation and Rendering of Complex Water
    Surfaces. SIGGRAPH 02
  • 8 M. Carlson, P. J. Mucha, G. Turk. Rigid
    Fluid Animating the Interplay Between Rigid
    Bodies and Fluid. SIGGRAPH 04

32
References (2)
  • 9 D. Hinsinger, F. Neyret, M. Cani. Interactive
    Animation of Ocean Waves. SCA 02
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