Fast Vortex Particle Method for Fluid-Character Interaction
Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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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. p. 84-91.Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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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