A Comprehensive Method for Liquid-to-Solid Interactions

J. M. Bajo, C. Delrieux, G. Patow
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Abstract

Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged.In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arises at the interface between the surface of solid objects in contact with a liquids.For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines.
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液固相互作用的综合方法
从一开始,现实的实时水-固体相互作用就一直是计算机图形学中的一个开放问题,主要是由于固体物体和液体之间的界面发生复杂的相互作用,无论是当物体完全或部分潮湿时,还是当它们完全被淹没时。在本文中,我们提出了一种方法,解决了这一问题的两个主要方面,即浸入流体中的物体的浮力,以及在固体物体表面与液体接触的界面上产生的表面液体传播和外观变化。对于第一个问题(浮力),提出了一种实际计算流固耦合问题的方法。我们的建议适用于各种情况,例如刚性或可变形的物体,中空或填充,渗透性或不渗透性,以及可变质量分布。在允许液体通过物体的可渗透材料的情况下,所提出的方法结合了物体被淹没在其中的流体的动力学,并且解耦了空物体相对于其所含液体的浮力所涉及的物理量的计算。另一方面,某些材料的视觉外观取决于其固有的光传递特性,现有的照明和其他环境贡献。因此,作为本文第一种方法的补充,引入了一种新的技术来模拟和渲染吸收材料表面有液体时的外观变化。同时,提出了一种利用纹理坐标来解决物体表面与液体相互作用问题的新方法。提出了一种模拟湿或湿固体表面发生的主要物理过程的算法。最后,我们对大多数材料在与流体接触时通常出现的外观变化进行了建模,并实现了一种实现实时性能的算法。完整的解决方案设计利用了超标量架构和GPU加速,允许与当前图形引擎的管道灵活集成。
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