Article

Synthetic Controllable Turbulence Using Robust Second Vorticity Confinement

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Abstract

Capturing fine details of turbulence on a coarse grid is one of the main tasks in real‐time fluid simulation. Existing methods for doing this have various limitations. In this paper, we propose a new turbulence method that uses a refined second vorticity confinement method, referred to as robust second vorticity confinement, and a synthesis scheme to create highly turbulent effects from coarse grid. The new technique is sufficiently stable to efficiently produce highly turbulent flows, while allowing intuitive control of vortical structures. Second vorticity confinement captures and defines the vortical features of turbulence on a coarse grid. However, due to the stability problem, it cannot be used to produce highly turbulent flows. In this work, we propose a robust formulation to improve the stability problem by making the positive diffusion term to vary with helicity adaptively. In addition, we also employ our new method to procedurally synthesize the high‐resolution flow fields. As shown in our results, this approach produces stable high‐resolution turbulence very efficiently.

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... This method applies the same on the whole region, and the value of is non-physical and has to be turned manually. There are adaptive methods, such as [17,18], which apply different confinement forces on different positions. These methods use current velocity and vorticity fields to generate the confinement force, which neglects the real vorticity dynamics. ...
... And a varying confinement force can severely affect the stability of LBM. Some work smooths the vorticity field or the confinement force [17,59], but smoothing obeys the original intention of increasing details. Hence, we propose a method tracking the magnitude of vorticity, which is more smoothed but not lack of details. ...
... This makes our method produce less noise. Furthermore, unlike other adaptive vorticity confinement methods [17,18], our method uses a tracked vorticity which is less probable to be affected by numerical dissipation. This is because motion of vorticity distribution function is weakly dependent on the momentum distribution function. ...
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... Meanwhile, many turbulence synthesis [14] and guiding simulation [15] methods are proposed to obtain realistic results from the coarse simulation. Kim et al. [16] enabled a post-processing or procedural turbulence synthesis model by way of turbulent energy analysis, and He et al. [17] used a refined second vorticity confinement method to synthesize highly turbulent effects from the coarse grid. Nielsen and Bridson synthesized Fourier-based waves that match with the input to rapidly enhance the input wave animation with additional higher-frequency details in wave simulation [18]. ...
... To maintain the vortex structure in smoke, we introduce the helicity [17], an important physical property of turbulence. The helicity h of a gas flow is the integrated scalar product of the velocity field and the vorticity field: ...
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... By extending the original methods to multilevel, they managed to reproduce the energy cascading effects. He and Lau (2013) presented a scheme with better robustness to improve the stability of the secondary vorticity confinement by adjusting the positive diffusion term with the helicity adaptively. The approach managed to synthesize stable high-resolution turbulence flow field efficiently and allows intuitive control of vortical structures. ...
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... 1. A parallel nested grid method that groups the vortex particles to decrease the number of vortex particles traversed during the velocity computation, thus reducing the computational cost; [16], and vorticity confinement [17][18][19] approaches. A common feature of the Eulerian method is that the fluid domain should be discretized in advance. ...
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... HWPW11] proposed an adaptive vorticity coefficient method and obtained more turbulent details in smoke simulations. Later work improved this method[HL13] and further guaranteed the numeri-cal stability. Jamriska et al. [JFA * 15] proposed a texture synthesis approach based on flow-guided texture synthesis method. ...
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... 21 . He et al. 22 used the second vorticity confinement to generate controllable turbulence. Moreover, synthetic turbulences were also utilized to add details on liquid surfaces. ...
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Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. In fact, semi-Lagrangian advection does not conserve momentum, but is still regularly used as a bread and butter method for fluid simulation. In this paper, we propose a modification to the semi-Lagrangian method in order to make it fully conserve momentum. While methods of this type have been proposed earlier in the computational physics literature, they are not necessarily appropriate for coarse grids, large time steps or inviscid flows, all of which are common in graphics applications. In addition, we show that the commonly used vorticity confinement turbulence model can be modified to exactly conserve momentum as well. We provide a number of examples that illustrate the benefits of this new approach, both in conserving fluid momentum and passively advected scalars such as smoke density. In particular, we show that our new method is amenable to efficient smoke simulation with one time step per frame, whereas the traditional non-conservative semi-Lagrangian method experiences serious artifacts when run with these large time steps, especially when object interaction is considered.
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Abstract We propose a fast and effective technique to improve sub-grid visual details of the grid based fluid simulation. Our method procedurally synthesizes the flow fields coming from the incompressible Navier-Stokes solver and the vorticity fields generated by vortex particle method for sub-grid turbulence. We are able to efficiently animate smoke which is highly turbulent and swirling with small scale details. Since this technique does not solve the linear system in high-resolution grids, it can perform fluid simulation more rapidly. We can easily estimate the influence of turbulent and swirling effect to the fluid flow.
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Abstract We develop a new Lagrangian primitive, named Langevin particle, to incorporate turbulent flow details in fluid simulation. A group of the particles are distributed inside the simulation domain based on a turbulence energy model with turbulence viscosity. A particle in particular moves obeying the generalized Langevin equation, a well known stochastic differential equation that describes the particle's motion as a random Markov process. The resultant particle trajectory shows self-adapted fluctuation in accordance to the turbulence energy, while following the global flow dynamics. We then feed back Langevin forces to the simulation based on the stochastic trajectory, which drive the flow with necessary turbulence. The new hybrid flow simulation method features nonrestricted particle evolution requiring minimal extra manipulation after initiation. The flow turbulence is easily controlled and the total computational overhead of enhancement is minimal based on typical fluid solvers.
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A new version of a computational method, Vorticity Confinement, is described. Vorticity Confinement has been shown to efficiently treat thin features in multi-dimensional incompressible fluid flow, such as vortices and streams of passive scalars, and to convect them over long distances with no spreading due to numerical errors. Outside the features, where the flow is irrotational or the scalar vanishes, the method automatically reduces to conventional discretized finite difference fluid dynamic equations. The features are treated as a type of weak solution and, within the features, a nonlinear difference equation, as opposed to finite difference equation, is solved that does not necessarily represent a Taylor expansion discretization of a simple partial differential equation (PDE). The approach is similar to artificial compression and shock capturing schemes, where conservation laws are satisfied across discontinuities. For the features, the result of this conservation is that integral quantities such as total amplitude and centroid motion are accurately computed. Basically, the features are treated as multi-dimensional nonlinear discrete solitary waves that live on the computational lattice. These obey a “confinement” relation that is a generalization to multiple dimensions of 1-D discontinuity capturing schemes. A major point is that the method involves a discretization of a rotationally invariant operator, rather than a composition of separate 1-D operators, as in conventional discontinuity capturing schemes. The main objective of this paper is to introduce a new formulation of Vorticity Confinement that, compared to the original formulation, is simpler, allows more detailed analysis, and exactly conserves momentum for vortical flow. First, a short critique of conventional methods for these problems is given. The basic new method is then described. Finally, analysis of the new method and initial results are presented.
Article
A recently developed method is described to propagate short wave equation pulses over indefinite distances and through regions of varying indices of refraction, including multiple reflections. The method, “Wave Confinement”, utilizes a newly developed nonlinear partial differential equation (pde) that propagates basis functions according to the wave equation. These basis functions are generated as stable solitary waves where the discretized equation can be solved without any numerical dissipation. The method can also be used to solve for harmonic waves in the high frequency (Eikonal) limit, including multiple arrivals. The solution involves discretizing the wave equation on a uniform Eulerian grid and adding a simple nonlinear “Confinement” term. This term does not change the amplitude (integrated through each point on the pulse surface) or the propagation velocity, or arrival time, and yet results in capturing the waves as thin surfaces that propagate as thin nonlinear solitary waves and remain ∼2–3 grid cells in thickness indefinitely with no numerical spreading. A new feature described in this paper involves computing scattering of short pulses from complex objects such as complete aircraft. A simple “immersed surface” approach is used, that utilizes the same uniform grid as the propagation and avoids complex, body fitted or adaptive grid schemes.The new method should be useful in areas of wave propagation, from radar scattering and long distance communications to cell phone transmission.
Article
Turbulence modeling has recently drawn many attentions in fluid animation to generate small-scale rolling features. Being one of the widely adopted approaches, vorticity confinement method re-injects lost energy dissipation back to the flow. However, previous works suffer from deficiency when large vorticity coefficient ε is used, due to the fact that constant ε is applied all over the simulated domain. In this paper, we propose a novel approach to enhance the visual effect by employing an adaptive vorticity confinement which varies the strength with respect to the helicity instead of a user-defined constant. To further improve fine details in turbulent flows, we are not only applying our proposed vorticity confinement to low-resolution grid, but also on a finer grid to generate sub-grid level turbulence. Since the incompressible Navier–Stokes equations are solved only in low-resolution grid, this saves a significant amount of computation. Several experiments demonstrate that our method can produce realistic smoke animation with enhanced turbulence effects in real-time. Copyright © 2011 John Wiley & Sons, Ltd.
Article
Fluid animation practitioners face great challenges from the complexity of flow dynamics and the high cost of numerical simulation. A major hindrance is the uncertainty of fluid behavior after simulation resolution increases and extra turbulent effects are added. In this paper, we propose to regulate fluid animations with predesigned flow patterns. Animators can design their desired fluid behavior with fast, low-cost simulations. Flow patterns are then extracted from the results by the Lagrangian Coherent Structure (LCS) that represents major flow skeleton. Therefore, the final high-quality animation is confined towards the designed behavior by applying the patterns to drive high-resolution and turbulent simulations. The pattern regulation is easily computed and achieves controllable variance in the output. The method makes it easy to design special fluid effects, which increases the usability and scalability of various advanced fluid modeling technologies.
Article
We present a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator with only a few small additions to account for inter-grain and boundary friction.We also propose an alternative method for simulating fluids. Our core representation is a cloud of particles, which allows for accurate and flexible surface tracking and advection, but we use an auxiliary grid to efficiently enforce boundary conditions and incompressibility. We further address the issue of reconstructing a surface from particle data to render each frame.
Article
We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.
Fluid Simulation for Computer Graphics. A K Peters
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Fluid control using the adjoint method
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Fluid Simulation for Computer Graphics.A KPeters Elsevier Science B
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