This paper presents a novel generative model to synthesize fluid simulations from a set of reduced parameters. A convolutional neural network is trained on a collection of discrete, parameterizable fluid simulation velocity fields. Due to the capability of deep learning architectures to learn representative features of the data, our generative model is able to accurately approximate the training data set, while providing plausible interpolated in‐betweens. The proposed generative model is optimized for fluids by a novel loss function that guarantees divergence‐free velocity fields at all times. In addition, we demonstrate that we can handle complex parameterizations in reduced spaces, and advance simulations in time by integrating in the latent space with a second network. Our method models a wide variety of fluid behaviors, thus enabling applications such as fast construction of simulations, interpolation of fluids with different parameters, time re‐sampling, latent space simulations, and compression of fluid simulation data. Reconstructed velocity fields are generated up to 700× faster than re‐simulating the data with the underlying CPU solver, while achieving compression rates of up to 1300×.
We propose a novel formulation of the projection method for Smoothed Particle Hydrodynamics (SPH). We combine a symmetric SPH pressure force and an SPH discretization of the continuity equation to obtain a discretized form of the pressure Poisson equation (PPE). In contrast to previous projection schemes, our system does consider the actual computation of the pressure force. This incorporation improves the convergence rate of the solver. Furthermore, we propose to compute the density deviation based on velocities instead of positions as this formulation improves the robustness of the time-integration scheme. We show that our novel formulation outperforms previous projection schemes and state-of-the-art SPH methods. Large time steps and small density deviations of down to 0.01 percent can be handled in typical scenarios. The practical relevance of the approach is illustrated by scenarios with up to 40 million SPH particles.
We present a novel, incompressible fluid simulation method based on the Lagrangian Smoothed Particle Hydrodynamics (SPH) model. In our method, incompressibility is enforced by using a predictioncorrection scheme to determine the particle pressures. For this, the information about density fluctuations is actively propagated through the fluid and pressure values are updated until the targeted density is satisfied. With this approach, we avoid the computational expenses of solving a pressure Poisson equation, while still being able to use large time steps in the simulation. The achieved results show that our predictive-corrective incompressible SPH (PCISPH) method clearly outperforms the commonly used weakly compressible SPH (WCSPH) model by more than an order of magnitude while the computations are in good agreement with the WCSPH results.
We propose a momentum-conserving two-way coupling method of SPH fluids and arbitrary rigid objects based on hydrodynamic forces. Our approach samples the surface of rigid bodies with boundary particles that interact with the fluid, preventing deficiency issues and both spatial and temporal discontinuities. The problem of inhomogeneous boundary sampling is addressed by considering the relative contribution of a boundary particle to a physical quantity. This facilitates not only the initialization process but also allows the simulation of multiple dynamic objects. Thin structures consisting of only one layer or one line of boundary particles, and also non-manifold geometries can be handled without any additional treatment. We have integrated our approach into WCSPH and PCISPH, and demonstrate its stability and flexibility with several scenarios including multiphase flow.
We present a new method for the simulation of melting and solidification in a unified particle model. Our technique uses the Smoothed Particle Hydrodynamics (SPH) method for the simulation of liquids, deformable as well as rigid objects, which eliminates the need to define an interface for coupling different models. Using this approach, it is possible to simulate fluids and solids by only changing the attribute values of the underlying particles. We significantly changed a prior elastic particle model to achieve a flexible model for melting and solidification. By using an SPH approach and considering a new definition of a local reference shape, the simulation of merging and splitting of different objects, as may be caused by phase change processes, is made possible. In order to keep the system stable even in regions represented by a sparse set of particles we use a special kernel function for solidification processes. Additionally, we propose a surface reconstruction technique based on considering the movement of the center of mass to reduce rendering errors in concave regions. The results demonstrate new interaction effects concerning the melting and solidification of material, even while being surrounded by liquids.
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Figure 1: Three examples produced with our incompressible simulation: (Left) 2M particles splashing against the simulation boundaries. (Center) Close-up view of a wave tank. (Right) A fluid represented by 700k particles colliding with cylinder obstacles.
Traditional fluid simulations require large computational resources even for an average sized scene with the main bottleneck being a very small time step size, required to guarantee the stability of the solution. Despite a large progress in parallel computing and efficient algorithms for pressure computation in the recent years, realtime fluid simulations have been possible only under very restricted conditions. In this paper we propose a novel machine learning based approach, that formulates physics-based fluid simulation as a regression problem, estimating the acceleration of every particle for each frame. We designed a feature vector, directly modelling individual forces and constraints from the Navier-Stokes equations, giving the method strong generalization properties to reliably predict positions and velocities of particles in a large time step setting on yet unseen test videos. We used a regression forest to approximate the behaviour of particles observed in the large training set of simulations obtained using a traditional solver. Our GPU implementation led to a speed-up of one to three orders of magnitude compared to the state-of-the-art position-based fluid solver and runs in real-time for systems with up to 2 million particles.
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