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  • 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.
31

Visual Comparison of Lagrangian and Semi-Lagrangian fluid simulation

Fredriksson, Adam January 2017 (has links)
Context. Fluid simulations are an important part for enhancing the visualization of games, movies and other graphical applications. Fluid simulations can be achieved in different type of context ranging between slow, high-quality simulations which is mainly used for movies, to fast lower-quality simulations which is primarily used for real-time applications such as games. Objectives. The goal was to compare the visual appearance of a Lagrangian method and a semiLagrangian method when it came to realistic appearance.  Methods. Identical scenes of water being rendered are made for both the Lagrangian and the semiLagrangian algorithm. This is later measured by using a user study which will provide the result of which method that provides a more realistic appearance Results. The result of the tests showed that the visual realism between the semi-Lagrangian and Lagrangian were different depending on the scene environment.  Conclusions. The conclusion of the data presented in the result yields that the Lagrangian and semiLagrangian looks very much alike and there is no real realistic difference between the methods, some scene yields a vast majority of votes in the favor of one method.
32

Improving rendering times of Autodesk Maya Fluids using the GPU

Andersson, Jonas, Karlsson, David January 2008 (has links)
Fluid simulation is today a hot topic in computer graphics. New highly optimized algorithms have allowed complex systems to be simulated in high speed. This master thesis describes how the graphics processing unit, found in most computer workstations, can be used to optimize the rendering of volumetric fluids. The main aim of the work has been to develop a software that is capable of rendering fluids in high quality and with high performance using OpenGL. The software was developed at Filmgate, a digital effects company in Göteborg, and much time was spent making the interface and the workflow easy to use for people familiar with Autodesk Maya. The project resulted in a standalone rendering application, together with a set of plugins to exchange data between Maya and our renderer. Most of the goals have been reached when it comes to rendering features. The performance bottleneck turned out to be reading data from disc and this is an area suitable for future development of the software.
33

Combining Regional Time Stepping With Two-Scale PCISPH Method

Begnert, Joel, Tilljander, Rasmus January 2015 (has links)
Context. In computer graphics, realistic looking fluid is often desired. Simulating realistic fluids is a time consuming and computationally expensive task, therefore, much research has been devoted to reducing the simulation time while maintaining the realism. Two of the more recent optimization algorithms within particle based simulations are two-scale simulation and regional time stepping (RTS). Both of them are based on the predictive-corrective incompressible smoothed particle hydrodynamics (PCISPH) algorithm. Objectives. These algorithms improve on two separate aspects of PCISPH, two-scale simulation reduces the number of particles and RTS focuses computational power on regions of the fluid where it is most needed. In this paper we have developed and investigated the performance of an algorithm combining them, utilizing both optimizations. Methods. We implemented both of the base algorithms, as well as PCISPH, before combining them. Therefore we had equal conditions for all algorithms when we performed our experiments, which consisted of measuring the time it took to run each algorithm in three different scene configurations. Results. Results showed that our combined algorithm on average was faster than the other three algorithms. However, our implementation of two-scale simulation gave results inconsistent with the original paper, showing a slower time than even PCISPH. This invalidates the results for our combined algorithm since it utilizes the same implementation. Conclusions. We see that our combined algorithm has potential to speed up fluid simulations, but since the two-scale implementation was incorrect, our results are inconclusive.
34

Accelerating IISPH : A Parallel GPGPU Solution Using CUDA

Eliasson, André, Franzén, Pontus January 2015 (has links)
Context. Simulating realistic fluid behavior in incompressible fluids for computer graphics has been pioneered with the implicit incompressible smoothed particle hydrodynamics (IISPH) solver. The algorithm converges faster than other incompressible SPH-solvers, but real-time performance (in the perspective of video games, 30 frames per second) is still an issue when the particle count increases. Objectives. This thesis aims at improving the performance of the IISPH-solver by proposing a parallel solution that runs on the GPU using CUDA. The solution should not compromise the physical accuracy of the original solution. Investigated aspects are execution time, memory usage and physical accuracy. Methods. The proposed implementation uses a fine-grained approach where each particle is calculated on a separate thread. It is compared to a sequential and a parallel OpenMP implementation running on the CPU. Results and Conclusions. It is shown that the parallel CUDA solution allow for real-time performance for approximately 19 times the amount of particles than that of the sequential implementation. For approximately 175 000 particles the simulation runs at the constraint of real-time performance, more particles are still considered interactive. The visual result of the proposed implementation deviated slightly from the ones on the CPU.
35

Boundless Fluids Using the Lattice-Boltzmann Method

Haughey, Kyle J 01 June 2009 (has links)
Computer-generated imagery is ubiquitous in today's society, appearing in advertisements, video games, and computer-animated movies among other places. Much of this imagery needs to be as realistic as possible, and animators have turned to techniques such as fluid simulation to create scenes involving substances like smoke, fire, and water. The Lattice-Boltzmann Method (LBM) is one fluid simulation technique that has gained recent popularity due to its relatively simple basic algorithm and the ease with which it can be distributed across multiple processors. Unfortunately, current LBM simulations also suffer from high memory usage and restrict free surface fluids to domains of fixed size. This thesis modifies the LBM to utilize a recursive run-length-encoded (RLE) grid data structure instead of the standard fixed array of grid cells, which reduces the amount of memory required for LBM simulations as well as allowing the domain to grow and shrink as necessary to accomodate a liquid surface. The modified LBM is implemented within the open-source 3D animation package Blender and compared to Blender's current LBM simulator using the metrics of memory usage and time required to complete a given simulation. Results show that, although the RLE-based simulator can take several times longer than the current simulator to complete a given simulation, the memory usage is significantly reduced, making an RLE-based simulation preferable in a few specific circumstances.
36

Fluid Modeling with Stochastic and Structural Features

Yuan, Zhi 17 July 2013 (has links)
No description available.
37

Time Reversed Smoke Simulation

Oborn, Jeremy Michael 01 October 2017 (has links)
Physics-based fluid simulation often produces unpredictable behavior that is difficult for artists to control. We present a new method for art directing smoke animation using time reversed simulation. Given a final fluid configuration, our method steps backward in time generating a sequence that, when played forward, is visually similar to traditional forward simulations. This will give artists better control by allowing them to start from any timestep of the simulation. We address a number of challenges associated with time reversal including generating a believable final configuration and reversing entropy.
38

Time Reversed Smoke Simulation

Oborn, Jeremy Michael 01 October 2017 (has links)
Physics-based fluid simulation often produces unpredictable behavior that is difficultfor artists to control. We present a new method for art directing smoke animation using timereversed simulation. Given a final fluid configuration, our method steps backward in timegenerating a sequence that, when played forward, is visually similar to traditional forwardsimulations. This will give artists better control by allowing them to start from any timestepof the simulation. We address a number of challenges associated with time reversal includinggenerating a believable final configuration and reversing entropy.
39

Accelerating Data-driven Simulations for Deformable Bodies and Fluids

Mukherjee, Rajaditya 03 August 2018 (has links)
No description available.
40

High-resolution simulation and rendering of gaseous phenomena from low-resolution data

Eilertsen, Gabriel January 2010 (has links)
Numerical simulations are often used in computer graphics to capture the effects of natural phenomena such as fire, water and smoke. However, simulating large-scale events in this way, with the details needed for feature film, poses serious problems. Grid-based simulations at resolutions sufficient to incorporate small-scale details would be costly and use large amounts of memory, and likewise for particle based techniques. To overcome these problems, a new framework for simulation and rendering of gaseous phenomena is presented in this thesis. It makes use of a combination of different existing concepts for such phenomena to resolve many of the issues in using them separately, and the result is a potent method for high-detailed simulation and rendering at low cost. The developed method utilizes a slice refinement technique, where a coarse particle input is transformed into a set of two-dimensional view-aligned slices, which are simulated at high resolution. These slices are subsequently used in a rendering framework accounting for light scattering behaviors in participating media to achieve a final highly detailed volume rendering outcome. However,the transformations from three to two dimensions and back easily introduces visible artifacts, so a number of techniques have been considered to overcome these problems, where e.g. a turbulence function is used in the final volume density function to break up possible interpolation artifacts.

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