Fast Vortex Particle Method for Fluid-Character Interaction

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Standard

Fast Vortex Particle Method for Fluid-Character Interaction. / Meldgaard, Asger; Darkner, Sune; Erleben, Kenny.

Proceedings of Graphics Interface 2022: Montréal, Quebec, 16 - 19 May 2022. ACM Press, 2022. s. 84-91.

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Harvard

Meldgaard, A, Darkner, S & Erleben, K 2022, Fast Vortex Particle Method for Fluid-Character Interaction. i Proceedings of Graphics Interface 2022: Montréal, Quebec, 16 - 19 May 2022. ACM Press, s. 84-91, Graphics Interface 2022, Montreal, Canada, 16/05/2022.

APA

Meldgaard, A., Darkner, S., & Erleben, K. (2022). Fast Vortex Particle Method for Fluid-Character Interaction. I Proceedings of Graphics Interface 2022: Montréal, Quebec, 16 - 19 May 2022 (s. 84-91). ACM Press.

Vancouver

Meldgaard A, Darkner S, Erleben K. Fast Vortex Particle Method for Fluid-Character Interaction. I Proceedings of Graphics Interface 2022: Montréal, Quebec, 16 - 19 May 2022. ACM Press. 2022. s. 84-91

Author

Meldgaard, Asger ; Darkner, Sune ; Erleben, Kenny. / Fast Vortex Particle Method for Fluid-Character Interaction. Proceedings of Graphics Interface 2022: Montréal, Quebec, 16 - 19 May 2022. ACM Press, 2022. s. 84-91

Bibtex

@inproceedings{b7d083e91f284a7eae87738af8a3ffaf,
title = "Fast Vortex Particle Method for Fluid-Character Interaction",
abstract = "High fidelity interactions between game characters and gaseous effects like smoke, fire and explosions are often neglected in real-time applications due to the high computational cost of simulating fluids. In addition, the pose of game characters is only known at run-time as it depends on input from the user. Thus simulation-suitable representations of surface geometry must be generated on the fly. Common approaches like conversion into signed distance fields are not feasible for high-resolution geometry due to the computational cost and the amount of memory required on the GPU to store these fields. We present a purely vortex particle based fluid model for games which is capable of resolving the collision between fluids and complex objects such as moving game characters in real time. To handle collisions, we use a collocation method which only require a set of disassociated particles stuck to collision surfaces. Contrary to most other vorticity based methods, we use a simple inversion free approach to obtain the collision velocity field on surfaces while at the same time avoiding the expensive pressure projection step associated with pressure based fluid solvers.",
keywords = "Fluids, Game characters, Game physics, Real-time graphics; Animation, Simulation, Visualization, Vortex method",
author = "Asger Meldgaard and Sune Darkner and Kenny Erleben",
note = "Publisher Copyright: {\textcopyright} 2022 Canadian Information Processing Society. All rights reserved.; Graphics Interface 2022 ; Conference date: 16-05-2022 Through 19-05-2022",
year = "2022",
language = "English",
pages = "84--91",
booktitle = "Proceedings of Graphics Interface 2022: Montr{\'e}al, Quebec, 16 - 19 May 2022",
publisher = "ACM Press",

}

RIS

TY - GEN

T1 - Fast Vortex Particle Method for Fluid-Character Interaction

AU - Meldgaard, Asger

AU - Darkner, Sune

AU - Erleben, Kenny

N1 - Publisher Copyright: © 2022 Canadian Information Processing Society. All rights reserved.

PY - 2022

Y1 - 2022

N2 - High fidelity interactions between game characters and gaseous effects like smoke, fire and explosions are often neglected in real-time applications due to the high computational cost of simulating fluids. In addition, the pose of game characters is only known at run-time as it depends on input from the user. Thus simulation-suitable representations of surface geometry must be generated on the fly. Common approaches like conversion into signed distance fields are not feasible for high-resolution geometry due to the computational cost and the amount of memory required on the GPU to store these fields. We present a purely vortex particle based fluid model for games which is capable of resolving the collision between fluids and complex objects such as moving game characters in real time. To handle collisions, we use a collocation method which only require a set of disassociated particles stuck to collision surfaces. Contrary to most other vorticity based methods, we use a simple inversion free approach to obtain the collision velocity field on surfaces while at the same time avoiding the expensive pressure projection step associated with pressure based fluid solvers.

AB - High fidelity interactions between game characters and gaseous effects like smoke, fire and explosions are often neglected in real-time applications due to the high computational cost of simulating fluids. In addition, the pose of game characters is only known at run-time as it depends on input from the user. Thus simulation-suitable representations of surface geometry must be generated on the fly. Common approaches like conversion into signed distance fields are not feasible for high-resolution geometry due to the computational cost and the amount of memory required on the GPU to store these fields. We present a purely vortex particle based fluid model for games which is capable of resolving the collision between fluids and complex objects such as moving game characters in real time. To handle collisions, we use a collocation method which only require a set of disassociated particles stuck to collision surfaces. Contrary to most other vorticity based methods, we use a simple inversion free approach to obtain the collision velocity field on surfaces while at the same time avoiding the expensive pressure projection step associated with pressure based fluid solvers.

KW - Fluids

KW - Game characters

KW - Game physics

KW - Real-time graphics; Animation

KW - Simulation

KW - Visualization

KW - Vortex method

M3 - Article in proceedings

AN - SCOPUS:85147011703

SP - 84

EP - 91

BT - Proceedings of Graphics Interface 2022: Montréal, Quebec, 16 - 19 May 2022

PB - ACM Press

T2 - Graphics Interface 2022

Y2 - 16 May 2022 through 19 May 2022

ER -

ID: 392447778