Position Based Fluids - Chalmers...Position Based Fluids Finally, we have reached the actual paper...
Transcript of Position Based Fluids - Chalmers...Position Based Fluids Finally, we have reached the actual paper...
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{ Position Based Fluids
How to simulate fluids
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Intro
Much bigger field than expected
Agenda:
- Background
- Smoothed Particle Hydrodynamics
- Navier-Stokes equations
- Position Based Dynamics
- Combining SPH and PBD (the paper)
- Video
- Questions?
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Background
What is a fluid?
- Liquids (e. g. water)
- Gasses (e. g. air)
- Plasmas
Fluids continually deforms (flows) from high pressure to low pressure
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Background
Lagrangian
(particles)
Eulerian
(grids)
Ways of representing fluids
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Macklin and Müller’s approach (the paper):
”Combines Smoothed Particle Hydrodynamic (SPH) with Position Based Dynamics (PBD)”
Background
So, what is SPH and PBD?
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Smoothed Particle Hydrodynamics (SPH)
Introduced by Monoghan 1992 using smoothing kernels and approximations to the Navier-Stokes equations
SPH is a computational method for simulating fluid flows. SPH uses the Lagrangian representation (particles)
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Navier-Stokes equations
The Navier-Stokes equations were derived by Navier, Poisson, Saint-Venant, and Stokes between 1827 and 1845.
The Navier-Stokes equations describe how flows in fluids behave.
There are no analytical solutions, only numerical or simplified solutions. The Navier-Stokes equations is one of the Millennium Prize Problems
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Navier-Stokes equations
The incompressible N-S equation:
ρ: density
g: gravity
μ: viscosity
p: pressure
v: velocity
Always solved together with the continuity
equation
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Navier-Stokes equations
The incompressible N-S equation:
Inertial forces
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Navier-Stokes equations
The incompressible N-S equation:
gravity
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Navier-Stokes equations
The incompressible N-S equation:
pressure forces
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Navier-Stokes equations
The incompressible N-S equation:
Viscous forces
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Navier-Stokes equations
N-S equation for one particle:
The derivative of the velocity of particle i, with respect to time
(acceleration)
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From N-S to SPH
The SPH framework:
Evaluate a field anywhere by weighted sum
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From N-S to SPH
Examples of smoothing kernels:
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From N-S to SPH
Approximate the N-S equations using SPH framework
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From N-S to SPH
Plug the equations into the original equation
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Updating SPH
Each time step:
- Compute acceleration a of each particle
- Update velocities: v = v + a dt
- Update positions: x = x + v dt Leapfrog integration
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Position Based Dynamics
Introduced by Müller et al. (NVIDIA)
At the same time by Jos Stam (Maya)
Popular because of generality, simplicity, robustness and efficiency
Used in PhysX, Havok Cloth, Maya nCloth and Bullet
in 2006
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Position Based Dynamics
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Position Based Dynamics
Main idea:
- Instead of forces – constraints
- Instead of integration – constraint projection
Mass points:
mass mi, position xi, and velocity vi
Constraints:
E.g. distance constraint
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Position Based Dynamics
A constraint consists of:
a cardinality nj
a function Cj
a set of indices {i1,...in}
a stiffness parameter kj
a type: equality or inequality
Example (distance constraint):
cardinality: 2
function: C(p1,p2) = ‖p1 − p2‖ − d2 = 0
set of indices: [1,... N]
stiffness parameter: range from 0-1
type: equality
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Main PBD algorithm
(1)-(3)
initialize the state variables
(7)
estimates pi for new locations of the vertices. Computed using an explicit Euler integration step
(9)-(11)
Manipulates position estimates such that they satisfy the constraints using Gauss-Seidel
(13)-(14)
The positions of the vertices are moved to the optimized estimates and the velocities are updated accordingly
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Example: Distance constraint
to satisfy the constraint, we project the particle in the valid position
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
Rest position
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
The particles are displaced by external forces
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
The constraints are solved sequentially
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
The constraints are solved sequentially
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
The constraints are solved sequentially
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
The constraints are solved sequentially
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
The constraints are solved sequentially
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
Iteration 1
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
Iteration 2
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
Iteration 3
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Example: Distance constraint Approximate solution to a system of constraints using Gauss-Seidel method
Iteration 4
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
The particles are displaced by external forces
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
The constraints are solved in parallel
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
The constraints are solved in parallel
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
Iteration 1
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
Iteration 2
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
Iteration 3
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Example: Distance constraint Approximate solution to a system of constraints using Jacobi method
Iteration 4
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Gauss-Seidel vs Jacobi
- Gauss‐Seidel converges much faster than Jacobi
… but it is inherently serial
- Jacobi is trivially parallelizable
… but the convergence rate is slow
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Position Based Fluids
Finally, we have reached the actual paper by Macklin and Müller.
We want to have the nice looking results of SPH, but with the robustness and efficiency of PBD. Macklin and Müller do this by combining the two methods.
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Position Based Fluids
In the paper:
1. Modify the PBD algorithm
2. Postulate constraint using SPH definitions
3. (Apply surface tension)
4. (Apply vorticity)
5. (Apply viscosity)
6. Rendering
7. Result
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Modify the algorithm
PBD algorithm PBF algorithm
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Constraint projection
The density constraint on the ith particle:
Where ρ0 is the rest density and ρi is given by the SPH density:
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Constraint projection
PBD tries to find a particle position correction ∆p that satisfy the constraint
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Constraint projection
Doing some further math we end up with the position delta:
Where lambda is the contstraint force:
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Constraint projection
Projection of the density constraint compared to the lenght constraint:
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Artificial surface tension
Projection of the density constraint compared to the lenght constraint:
Where ∆q is a fixed constant inside the smoothing kernel
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Vorticity and viscosity
Won’t go into details
- Vorticity:
PBD introduces damping which is unwanted. Macklin and Müller solves this by applying SPH vorticity.
- Viscosity:
Apply SPH viscosity parameter to make the speed of the particles more coherent.
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Rendering
1: Anisotropic kernels
[Yu and Turk 2013]
2: Screen space curvature flow
[van der Laan et al. 2009]
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Rendering
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Result
Implemented using: - 10 CUDA kernels - GPU Hash Grid [Green 2008] - Parallel Jacobi iteration - 128k particles, 6 iterations, 10ms/frame on GTX680
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Result
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Sources
Screen Space Fluid Rendering with Curvature Flow [van der Laan et al.]
A Survey on Position-Based Simulation Methods in Computer Graphics [Bender et al.]
Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels [Yu and Turk]
Position Based Fluids [Macklin and Müller]
Smoothed Particle Hydrodynamics - Application Example [Alan Heirich]
Position-Based Simulation Methods in Computer Graphics [Bender et al.]
Fluids in Games [Jim Van Verth]
Papers:
Slides:
Introduction to liquid animation and rendering [Marco Fratarcangeli]
Position based dynamics [Marco Fratarcangeli]
Position Based Fluids [Macklin and Müller]