View
215
Download
0
Category
Tags:
Preview:
Citation preview
http://kucg.korea.ac.kr
PHYSICALLY BASED ANIMA-TION OF SANDSTORM
Shiguang Liu, Zhangye Wang, Zheng Gong, Lei Huang, and Qunsheng Peng
(presented by Kam, Hyeong Ryeol)
http://kucg.korea.ac.kr
CONTENTS Abstract Introduction Related Work Modeling of the Sandstorm Rendering of Sandstorm Scene Results and Discussion Conclusion and Future Works
http://kucg.korea.ac.kr
ABSTRACT
Physically based method for modeling and animating sandstorm Stable incompressible multiple fluid model Based on Reynold-average Navier-Stokes equa-
tions. The sand and dust particle flow is computed tak-
ing interaction among the wind, sand, and dust particles into account.
Multi-Fluid Solver is designed and implemented on GPU.
Various illumination effects of sandstorm scenes can be simulated by spectral sampling scattering calculation.
http://kucg.korea.ac.kr
INTRODUCTION
There were little attention to this area We propose a fast, physically based, and eas-
ily implemented method for modeling and animating realistic sandstorm scenes.
Sandstorm carries huge amount of sand and dust
The wind is caused by convection currents created by intense heating of the ground.
Air is unstable when heated This causes the mixture of higher winds in the
troposphere with winds in the lower atmosphere, incurring strong surface winds.
http://kucg.korea.ac.kr
INTRODUCTION
We propose a physically based method for modeling and animating sandstorm 1. We establish the unstable wind field of sand-
storm based on RANS. The motion of sand and dust particle is regarded as the
continuous flows (expressed by the non-viscosity fluid model)
2. We propose a GPU-based Multi-Fluid Solver for dynamic sandstorm scene.
3. Spectral sampling of the scattering light. 4. According to the statistical distribution of the
size of sand and dust particles, fantastic illumi-nation effects of sandstorm in different areas and at different stages are rendered.
http://kucg.korea.ac.kr
RELATED WORK
Studying the motion of sandstorm by experi-mental data or numerical analysis method Joseph et al. studied the relationship between the
weather conditions and velocity of sandstorm. Aiming at calculating the movement of sandstorm
Too complicated to be visualized
For simulation of fluid-like natural phenomena, most works adopt fluid models. Volume of fluid
Conserving mass, tracking and locating the free surface Moving particle semi-implicit
Incompressible fluid / gridless particle method
http://kucg.korea.ac.kr
RELATED WORK
Chemical reaction may exist. ex) combustion
Two-Fluid model Two-Fluid Lattice Boltzmann model
Miscible binary mixtures
Volcanic clouds Gas-solid flow / Conveyed by the velocity field Interaction during explosion / Drag force
Sand particle are conveyed by the velocity field AND the interaction between sand parti-cles and the air flow.
http://kucg.korea.ac.kr
RELATED WORK
Realistic simulation of sandstorm A method of modeling granular materials(sand, grains)
Helps to simulate phenomena like splashing or avalanches
Modeling and rendering realistic desert scene include sand dunes and wind ripples Bump-mapping using Level of Detail.
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM
We consider sandstorm as a multi-fluid com-posed of wind, sand, and small dust particles flows. Wind field Sand and dust particle flow model Interaction among wind, sand, and dust particle
flow Multi-fluid solver on GPU
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- WIND FIELD
Wind Field Stable near-surface air flow : Navier-Stokes equations. Unstable air flow : Reynold-average Navier-Stokes
Sandstorm - (considering the effects of the atmospheric tur-bulence)
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- WIND FIELD
The velocity distribution around a sand particle Reynold shear stress is
(a) not considered (b) considered
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- SAND AND DUST PARTICLE FLOW MODEL
Since a sandstorm consists of a huge number of sands and dust particles, so tracing each particle is not feasible. Particles’ movements obey statistical distribution
like fluid so we can approximate the motion of sand and dust particle as non-viscosity, incom-pressible fluid like below:
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- SAND AND DUST PARTICLE FLOW MODEL
The force of a single particle in air flow Suppose
the sand and dust particles : spherical The particles move in XOY plane
This force consists of The valid gravity of sand particle The entrainment force by air flow : most important
produced by the velocity difference between the air flow and the sand particle flow
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- SAND AND DUST PARTICLE FLOW MODEL
The force of a single particle in air flow
the valid gravity of particle
the entrainment force
the coefficient of resistance
Buoyancy of the sand particle in the
air flow
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- INTERACTION AMONG WIND, SAND, AND DUST PARTICLE FLOW
The sand and dust particles are entrained by the wind.
The velocity of the wind will be affected by the counterforce of the sand and dust parti-cle flow
Sandstorm’s external force is the interaction force between sand particle flow and air flow (caused by the velocity difference between them)
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- INTERACTION AMONG WIND, SAND, AND DUST PARTICLE FLOW
The wind field, sand, and dust particle flows can be regarded as continuous fluid. Interaction among these can be modeled as that be-
tween wind field and a group of particles We account the sand and dust particles in a unit vol-
ume as a whole The counterforce to the wind field by the sand and
dust particle flow is Equivalent to adding a body force to the wind field model
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- INTERACTION AMONG WIND, SAND, AND DUST PARTICLE FLOW
The diameter distribution of sand and dust particles in sandstorms
L : low / M : moderate / S : High visibilities
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- INTERACTION AMONG WIND, SAND, AND DUST PARTICLE FLOW
Due to the diameter of sand and dust particle is very small, the interaction force between them can be ignored.
The interaction force between sand particles in a unit volume and the air flow :
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- MULTI-FLUID SOLVER ON GPU
Our model describes a multiple fluid system Air flow Sand and dust particle flows.
We solve the multiple Navier-Stokes equa-tions in parallel in one rendering pass by combining multiple field data texture into one texture. It reduces the calculating time
Flat 3D texture technique It’s easy to read and store velocity data
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- MULTI-FLUID SOLVER ON GPU
The calculation flow 1. Initialize the air flow and sand particle flow 2. Set the initial condition and boundary condition 3. Solve the NS equations on GPU by the Semi-La-
grange methods.
The size of our flat 3D texture is several times as large as that of the previous method, but it doesn’t affect the calculation efficiency for the lin-ear calculation function of GPU
http://kucg.korea.ac.kr
MODELING OF THE SANDSTORM- MULTI-FLUID SOLVER ON GPU
Flow chart of Multi-Fluid Solver With this, we can solve
multiple NS in parallel in one rendering pass.
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE
To show realistically, we must consider the interaction of various types of components of sandstorm with light. Scattering / Absorption effect of particles
Our rendering model of sandstorm scene is based on multiple Mie scattering theory
We adopt pre-computation technique to ac-celerate the rendering rate.
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE- MIE SCATTERING MODEL FOR NATURAL LIGHT
Theory for scattering of spherical particles
For particle sizes larger than a wavelength Produces a pattern like an antenna lobe, with a sharper
and more intense forward lobe for larger particles. Not strongly wavelength dependent and produces the
almost white glare
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE- CALCULATION OF SCATTERING IN SANDSTORM
The shape of the majority of sand and dust parti-cles is spherical
The effect of scattering can be determined by measuring the intensity Isca of a light ray after traveling l distance.
If I0 is the intensity of the light source, the ratio is
According to Bougure Law
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE- CALCULATION OF SCATTERING IN SANDSTORM
Considering the distribution of sand particles in sandstorm, we define the scattering coeffi-cient of sand particles in a unit volume as
Since the computation of the Mie scattering is very complicated including calculation of scatter-ing section and scattering coefficient, we use a new method to pre-compute these terms of sand particles
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE- RENDERING OF SANDSTORM SCENE
Multiple scattering effect of sands discrete the space filled with sandstorm into
voxels
For each voxel Pi,j, its incident radiance from direction w includes the direct light from the light source in direction w and multiple scat-tered light from other voxels.
Multiple scattering model is :
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE- CALCULATION OF SCATTERING IN SANDSTORM
In-scattering from the six neighboring voxels are sampled, so
For scattering of sand particles is almost isotropic, we consider the phase function as constant
http://kucg.korea.ac.kr
RENDERING OF SANDSTORM SCENE- CALCULATION OF SCATTERING IN SANDSTORM
Rendering method : a two-pass algorithm We pre-compute the shading of sandstorm scene
according to the position of each voxel and the incident direction of light source in the first pass. ▼
We use the shading result To render the scene under fixed viewpointin the second pass
http://kucg.korea.ac.kr
RESULTS AND DISCUSSION
With the increase of the density of sand and dust particles, the scattering color is changing gradu-ally from light yellow to yellow, then to red, and the visibility decreases correspondingly The color change is mainly caused by the change of
density distribution of sand particles.
Our method is based on physical theory The appearance of sandstorm and scattering effects
of the road lamp looks realistic.
http://kucg.korea.ac.kr
RESULTS AND DISCUSSION
Figure 10 (a) high visibility (b) moderate visibility (c) low visibility
http://kucg.korea.ac.kr
CONCLUSION AND FUTURE WORKS
Our method adopts multi-phase fluid models to simulate the motion of air, sand, and dust parti-cles in the sandstorm.
The wind field is established by RANS equations The sand and dust particle flow is built with the
non-viscosity fluid model taking the statistical dis-tribution of particles of varied size into account.
We design a Multi-Fluid Solver and implement it on GPU
By spectral sampling of the light scattering, the peculiar illumination effect of dynamic sandstorm scenes is revealed.
http://kucg.korea.ac.kr
CONCLUSION AND FUTURE WORKS
Contributions 1. It is the first time to simulate dynamic sandstorm
scene based on physical principles. 2. We adopt multiple fluid model on GPU to deal with
the motion and the complex interaction fast. 3. System is easy to implement. Users can generate
various realistic sandstorm scenes with different visibil-ity at different stages.
http://kucg.korea.ac.kr
CONCLUSION AND FUTURE WORKS
Future Work This model can be extended to simulate other phe-
nomena of multiple gas-solid mixtures But, oil-water-like phenomena is our next goal
Dynamic sandstorm model is still far from perfect It’s like fog when it is close to the view point Euler-based method combining with particle system suggests
a potential way for overcoming this limitation. We will simulate other natural disastrous phenomena
Such as debris flow, avalanche, etc
Recommended