Fast Vortex Particle Method for Fluid-Character Interaction

Research output: Contribution to journalConference articleResearchpeer-review

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.

Original languageEnglish
Article number10
JournalProceedings - Graphics Interface
Volume2022-May
ISSN0713-5424
Publication statusPublished - 2022
EventGraphics Interface 2022 - Montreal, Canada
Duration: 16 May 202219 May 2022

Conference

ConferenceGraphics Interface 2022
CountryCanada
CityMontreal
Period16/05/202219/05/2022
SponsorThe Canadian Human-Computer Communications Society / Societe Canadienne du Dialogue Humain-Machine (CHCCS/SCDHM)

Bibliographical note

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

    Research areas

  • Fluids, Game characters, Game physics, Real-time graphics; Animation, Simulation, Visualization, Vortex method

ID: 390240087