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Physics-based animation tools for fluids and surfaces: Generating surfaces from fluids, animating fluids on surfaces and controlling fluids from surfaces.

机译:用于流体和表面的基于物理的动画工具:从流体生成表面,将表面上的流体动画化并控制表面上的流体。

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摘要

In this dissertation, I will address three problems in the area of physics-based animation related to surfaces---extraction of smooth, temporally coherent surfaces from animated particle data-sets; fluid simulation on unstructured quadrilateral surface meshes; and interpolation of velocity fields that preserve rotations for fluid control methods.;The first problem is to generate surfaces from animated particle data---particle skinning. I cast the problem in terms of constrained optimization and solve the optimization using a level-set approach. The optimization seeks to minimize the thin-plate energy of the surface, while staying between surfaces defined by the union of spheres centered at the particles. My approach skins each frame independently while preserving the temporal coherence of the underlying particle animation. Thus, it is well-suited to environments where particle skinning is treated as a postprocess, with each frame generated in parallel. Moreover, my approach is integrated with the OpenVDB library and the underlying partial differential equation is amenable to implicit time integration. I demonstrate our method on data generated by a variety of fluid simulation techniques.;I present a method for fluid simulation on unstructured quadrilateral surface meshes. I solve the Navier-Stokes equations by performing the traditional steps of fluid simulation, semi-Lagrangian advection and pressure projection, directly on the surface. I include level-set-based front-tracking for visualizing ''liquids,'' while we use densities to visualize "smoke.'' I demonstrate our method on a variety of meshes and create an assortment of visual effects.;Fluid control methods often require the interpolation of surface velocities throughout the interior of a shape to use the surface velocity as a feedback force or as a boundary condition. Prior methods for interpolation in computer graphics, namely velocity extrapolation in the normal direction and potential flow, suffer from a common problem; they fail to capture the rotational components of the velocity field, although extrapolation in the normal direction does consider the tangential component. I address this problem by casting the interpolation as a steady state Stokes flow. This type of flow captures the rotational components and is suitable for controlling liquid animations where tangential motion is pronounced, such as in a breaking wave.
机译:在本文中,我将解决与表面相关的基于物理的动画领域中的三个问题:从动画粒子数据集中提取光滑的,时间相干的表面;非结构四边形表面网格的流体模拟;并为流体控制方法保留速度场的插值。第一个问题是从动画粒子数据生成表面-粒子蒙皮。我从约束优化的角度提出问题,并使用水平集方法解决优化问题。该优化旨在使表面的薄板能量最小化,同时停留在由以粒子为中心的球体并合定义的表面之间。我的方法独立地对每个帧进行蒙皮,同时保留基础粒子动画的时间相干性。因此,它非常适合将粒子蒙皮视为后期处理的环境,每个帧都是并行生成的。而且,我的方法与OpenVDB库集成在一起,并且底层的偏微分方程可以进行隐式时间积分。我演示了我们通过各种流体模拟技术生成的数据的方法。我提出了一种在非结构化四边形表面网格上进行流体模拟的方法。我通过直接在表面上执行流体模拟,半拉格朗日平流和压力投影的传统步骤来求解Navier-Stokes方程。我包括基于级别集的前跟踪以可视化“液体”,而我们使用密度可视化“烟雾”。我在各种网格上演示了我们的方法并创建了各种视觉效果。通常需要对整个形状内部的表面速度进行插值,以将表面速度用作反馈力或边界条件,而在计算机图形学中进行插值的现有方法(即法向方向上的速度外推和势流)会受到影响。常见问题;尽管在法线方向上的外推法确实考虑了切向分量,但它们无法捕获速度场的旋转分量,我通过将插值转换为稳态斯托克斯流来解决此问题。并且适用于控制切向运动明显的液体动画,例如在碎波中。

著录项

  • 作者

    Bhattacharya, Haimasree.;

  • 作者单位

    The University of Utah.;

  • 授予单位 The University of Utah.;
  • 学科 Computer science.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 83 p.
  • 总页数 83
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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