• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • No language data
  • Tagged with
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Adaptive Fluid Simulation Using a Linear Octree Structure

Flynn, Sean A. 01 May 2018 (has links)
An Eulerian approach to fluid flow provides an efficient, stable paradigm for realistic fluid simulation. However, its traditional reliance on a fixed-resolution grid is not ideal for simulations that simultaneously exhibit both large and small-scale fluid phenomena. Octree-based fluid simulation approaches have provided the needed adaptivity, but the inherent weakness of a pointer-based tree structure has limited their effectiveness. We present a linear octree structure that provides a significant runtime speedup using these octree-based simulation algorithms. As memory prices continue to decline, we leverage additional memory when compared to traditional octree structures to provide this improvement. In addition to reducing the level of indirection in the data, because our linear octree is stored contiguously in memory as a simple C array rather than a recursive set of pointers, we provide a more cache-friendly data layout than a traditional octree. In our testing, our approach yielded run-times that were 1.5 to nearly 5 times faster than the same simulations running on a traditional octree implementation.
2

Improving Artistic Workflows For Fluid Simulation Through Adaptive and Editable Fluid Simulation Techniques

Flynn, Sean A 02 April 2021 (has links)
As the fidelity of computer generated imagery has increased, the need to digitally create convincing natural phenomena like fluids has become fundamental to the entertainment production industry. Because fluids are complex, the underlying physics must be computationally simulated. However, because a strictly physics-based approach is both computationally expensive and difficult to control, it does not lend itself well to the way artists and directors like to work. Directors require control to achieve their specific artistic vision. Furthermore, artistic workflows rely on quick iteration and the ability to apply changes late in the production process. In this dissertation we present novel techniques in adaptive simulation and fluid post-processing to improve artistic workflows for fluid simulation. Our methods reduce fluid simulation iteration time and provide a new way for artists to intelligently resize a wide range of volumetric data including fluid simulations. To reduce iteration time, we present a more cache-friendly linear octree structure for adaptive fluid simulation that reduces the overhead of previous octree-based methods. To increase the viability of reusable effects libraries, and to give artists intuitive control over simulations late in the production process we present a ``fluid carving" technique. Fluid carving uses seam carving methods to allow intelligent resizing on a variety of fluid phenomena without the need for costly re-simulation. We present methods that improve upon traditional seam carving approaches to address issues with scalability, non-rectangular boundaries, and that generalize to a variety of different visual effects data like particles, polygonal meshes, liquids, smoke, and fire. We achieve these improvements by guiding seams along user-defined lattices that can enclose regions of interest defined as OpenVDB grids with a wide range of shapes. These techniques significantly improve artist workflows for fluid simulation and allow visual entertainment to be produced in a more intuitive, cost-effective manner.

Page generated in 0.0621 seconds