Fluids 10/20/20131Deborah R. Fowler. Fluid Dynamics What is a fluid? Anything that takes the shape...
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Transcript of Fluids 10/20/20131Deborah R. Fowler. Fluid Dynamics What is a fluid? Anything that takes the shape...
Deborah R. Fowler 1
Fluids
10/20/2013
2Deborah R. Fowler
Fluid Dynamics
What is a fluid? Anything that takes the shape of its container (liquids and gasses)
Fluid Dynamics – not just for fluids• air flow (smoke, fire) “aerodynamics”• fluid (liquid) “hydrodynamics”
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“one of the most significant and commonly requested ares of real work simulation is fluid simulation” from The Science of Fluid Sims
computationally expensive
used outside of vfx – CFD (computational fluid dynamics) existed since mid 60s, mathematically as early as the 50’s
Navier-Stokes Equation – around for a couple of hundred years
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Physical models, unlike key frame or procedural based techniques, (fluid sims) permit an animator to almost effortlessly create interesting, swirling fluid-like behaviors. Also, the interaction of flows with objects and virtual forces is handled elegantly. Jos Stam. (1999). Stable Fluids, SIGGRAPH 1999 Conference Proceedings: SIGGRAPH Annual Conference Series. pp. 121-128.
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volumes are the focus
Stanely Osher -> student Ron Fedkiw -> student Robert Bridson
level set methods -> Particle Level Set (PLS) -> PhysBAM, PIC/FLIP
also with Marcus Nordenstam -> Exotic Matter 2008 - Naiad
read over interesting history in fxguide article
NOTE: H12.5 Docs “Houdini’s FLIP-PIC solver is based on the Siggraph paper Animating Sand as a Fluid by Yongning Zhu and Robert Bridson.”
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Solving Navier-Stokes Equation
vfx industry takes a subset of the problem with some key assumptions
output of the equation is a velocity field (also called flow field) – it really is about how the particles move, not their position
differs from RBD where solutions are usually trajectories of position of a particle
practical implementations are required
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“A full solution is out of the question so as with much of computer graphics we end up with clever workarounds and insightful cheats”
-from fxguide The Science of Fluid Sims
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Fluid simulation
• CG tool for generating realistic animations of water, smoke, explosions etc.
• Given initial configuration of fluid the simulator evolves the motion forward in time
(often calculated using Navier-Stokes equations which describe the physics of fluids)
• competing techniques Euler grid-based, SPH (smoothed particle hydrodynamics), vorticity-based and Lattice Boltzmann methods
• for further discussion see http://en.wikipedia.org/wiki/Computational_fluid_dynamics
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Terminology
• Grids (3D map) = voxels• In SOPS they are called volumes• In DOPS they are called fields
SDF – stores distance from object (float)
Fog – is it there or not (pixelation – it is in a voxel or not)
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Eulerian vs. Lagrangian
How do you store the attributes• Eulerian – storing values on grid• Lagrangian – storing values on particles
(traditional)
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FLIP – Fluid Implicit Particles
FLIP solver is a hybrid between a particle based and volume based
fluid simulation
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www.sidefx.com/docs/houdini12.5/dyno/liquids
FLIP fluids – similar to SPH
Instead of using “outward” forces to prevent liquid from collapsing, at each step the solver copies the particle's velocities onto a grid, calculates a new velocity field, then copies them back onto the particles.
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SPH – smoothed-particle hydrodynamics
SPH stands for smoothed-particle hydrodynamics
-computational method for simulating fluid flows
-it is a mesh-free Lagrangian method (coordinates move with the fluid)
-developed in 1977 for use in astrophysical problems
-divides the fluid into a set of particles (SPH computes using weighted contributions of neighboring particles rather than solving linear systems of equations)
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So why not FLIP?
-drawback over grid-based techniques is the need for large numbers of particles to produce simulations of equivalent resolution
-SPH is used in real-time animation and games
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Particle-based fluid solver (SPH and FLIP)
these are methods that exist in other packages as well (not unique to houdini)
Houdini’s recommended solver is flip
Reminder: scale is important
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Fluid Dynamics in Houdini
For Fluids there are several techniques:
Particle-based fluid solver (SPH and FLIP) Volume-based simulations (voxel fluids/SDF) Ripple solver Ocean tools
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Fluid Techniques
Particle-based fluid solver - unrestricted, intricate fluid behavior
- particularly good for splashes- marriage of POPs and DOPs
Volume-based simulations (voxel fluids) - restricted to a box but can get very accurate fluid
behavior - useful for liquid, smoke, fire Ripple solver/Ocean tools -useful for open surface like ponds or oceans
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Particle Fluids (SPH and FLIP)
• Particle fluid simulations use particles to represent the fluid – the surface is created based on the particles – H12.5 has changed its tools (more about that in a moment)
• Previously FLIP fluids were primarily used to create fast moving and large body simulation like waterfalls. You can also use pops with them.
• SPH fluids good for slow-moving fluids that react to fast moving constraints (glass of water)
Since H12 – Flips are recommended for liquid sims
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Discussion
http://forums.odforce.net/index.php?/topic/15286-h12-flip-fluid-emission-problems/
In H12 the sourcing system for FLIP fluids has changed. Previously there was a source node that acted like a POP’s source. Then there was a sourcevolume. Now the points are converted into an openVDB volume.
Fun post on odforce about Viscosity Settings inspired by Igor Zanic – note that this post pre-dates the improvements to viscosity in 12.5
http://forums.odforce.net/index.php?/topic/15034-viscous-teapots/
So what happened to SPH? Improvements to FLIP
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For those of you familiar with “older versions” there are a couple of new features
If you create a FLIP Fluid from a sphere:
• AutoDopNetwork – usual suspects: flipobject, flipsolver and gravity
• sphere_object1_fluid – now using the vdb nodes (there is a point wrangle node here to tranfer velocities)
• sphere_object1_fluidinterior – imports the geometry of the fluid/different material ie. not basicliquid as above but uniformvolume
GO TO MY WEBSITE for a diagram or try this yourself in Houdini
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Fluid Dynamics Homework
Homework
on the particles page:
• simulating liquids in Houdini• fluids- liquid
10/20/2013