GPU Based Fluid Animation over Elastic Surface Models

Bruno Barcellos S. Coutinho, G. Giraldi, A. Apolinario
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Abstract

In this work, we focus on flow animation in elastic surfaces described by mass-spring models for computer game applications. We propose the combination of an efficient fluid model, that does not require solution of complicated equations, with a mass-spring approach to simulate the deformable surface. Firstly, we describe the fluid model for simulating the flow and its GPU implementation. The simulation method is based on a particle system, that evolves over a lattice. This lattice is defined over the surface domain. A set of local rules determine the interaction between particles. The elastic surface is simulated by a GPU based mass-spring system, geometrically represented by a regular mesh. The fluid particles are guided by the surface topography interacting with the elastic mesh due to external, elastic and damping forces. In the experimental results we emphasize the fact that physically plausible flow/deformation phenomena can be efficiently reproduced and animated in real time by the combined technique.
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基于GPU的弹性表面模型流体动画
在这项工作中,我们专注于用计算机游戏应用的质量-弹簧模型描述弹性表面中的流动动画。我们提出了不需要求解复杂方程的有效流体模型与质量弹簧方法相结合来模拟可变形表面。首先,我们描述了用于模拟流动的流体模型及其GPU实现。模拟方法是基于粒子系统,它在晶格上演化。这个点阵是在曲面域中定义的。一组局部规则决定了粒子之间的相互作用。采用基于GPU的质量-弹簧系统对弹性表面进行仿真,并用规则网格进行几何表示。由于外力、弹性和阻尼力的作用,流体颗粒受表面形貌的引导而与弹性网格相互作用。在实验结果中,我们强调了这样一个事实,即物理上合理的流动/变形现象可以通过组合技术有效地再现和实时动画。
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