Méthodes simples pour l'animation de fluides en temps réel sur GPU

Martin Guay 1, * Manuel Vennier 2, *
* Corresponding author
1 IMAGINE - Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
2 MAVERICK - Models and Algorithms for Visualization and Rendering
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : We present simple methods to simulate fluids on the GPU in real-time. At the heart of our methods lies a weakly compressible formulation of fluids commonly found in Smooth Particles Hydrodynamics litterature (WCSPH), only here we use this formulation within a grid-based finite difference framework. On a GPU, grids are easier to manipulate than arbitrary particle configurations. However, Eulerian methods on the GPU typically involve iteratively solving a Poisson system for a pressure field representing the divergence part of the velocity field. We replace this implicit formulation of pressure by an explicit formulation based on density invariance (or weak compressibility). With this approach, we can propose a method to simulate 3D Eulerian gaseous fluids (single phase) that can solve for the motion of the fluid in a single pass on the GPU. Secondly, we propose a hybrid particle-grid method in the style of FLIP (Fluid Implicit Particle) to simulate liquids which allows treating the particles independently and neglecting the laborious tasks related to the free surface. Our results with the Eulerian single pass method are less accurate and robust than traditional methods strictly enforcing divergence-free. However, it can be useful for educational purposes such as an introduction to physics simulation or simply as a first working prototype where the pressure part can be replaced later on for accuracy and stability. Our simple liquid solver offers results comparable to an SPH solver and could therefore be used in a video game or other interactive application. We demonstrate the practicality of our method with examples of 2D and 3D gaseous fluids along 2D and 3D liquid-like phenomena.
Keywords : Motion
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Conference papers
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Martin Guay, Manuel Vennier. Méthodes simples pour l'animation de fluides en temps réel sur GPU. AFIG 2012 - 25èmes Journées de l'Association Française d'Informatique Graphique, Nov 2012, Calais, France. ⟨hal-00768017⟩

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