skip to main content
10.1145/1878537.1878702acmotherconferencesArticle/Chapter ViewAbstractPublication PagesspringsimConference Proceedingsconference-collections
research-article

Experimenting with real time simulation parameters for fluid model of soft bodies

Published:11 April 2010Publication History

ABSTRACT

In soft body simulation with fluid modeling, smooth particle hydrodynamics (SPH) is one of the most efficient methods to simulate the soft body for real time applications. In this paper, we introduce a general model of soft bodies with SPH fluid modeling as one of the components for interaction among particles. The fluid force in SPH depends on the density of neighboring fluid particles in the kernel of the considered particle. The fluid force is related to fluid attributes such as fluid density, fluid pressure, and fluid viscosity. Computation becomes faster if the neighboring fluid particles are known during the computations of the fluid attributes. In our simulation of soft body model, the kernels of the fluid attributes are identical, and hence we use the same neighboring fluid particles to evaluate the fluid attributes. In this paper we introduce partitioning and hashing schemes to identify the neighboring fluid particles for SPH to compute the fluid force in the soft body simulation. The suitable parameters for the partitioning and hashing schemes are presented for the modeling. Experimental results show that the grid based scheme can reduce time computation in SPH for fluid modeling in real time applications. We also present a result of a soft body in which the model includes all forces.

References

  1. Baraff, D. and Witkin, A. 1998. "Large steps in cloth simulation," Proceedings of the 25th annual conference on Computer graphics and interactive techniques - SIGGRAPH '98, New York, New York, USA: ACM Press, 43--54. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Kang, Y., Choi, J., and Cho, H. 2000. "Fast and stable animation of cloth with an approximated implicit method," Computer Graphics International. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Ward, K., Galoppo, N., and Lin, M. 2006. "A Simulation-based VR System for Interactive Hairstyling," IEEE Virtual Reality Conference (VR 2006), 257--260. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Ward, K., Bertails, F., Kim, T., Marschner, S. R., Cani, M., and Lin, M. C. "A survey on hair modeling: styling, simulation, and rendering.," IEEE transactions on visualization and computer graphics, vol. 13, 213--34. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Ward, K., Galoppo, N., and Lin, M., 2007. "Interactive Virtual Hair Salon," Presence: Teleoperators & Virtual Environments, 237--251. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Terzopoulos, D., Platt, J., and Barr, A., 1987. "Elastically deformable models," 205--214.Google ScholarGoogle Scholar
  7. Costa, I. F. and Balaniuk, R., 2001. "LEM-an approach for real time physically based soft tissue simulation," 2337--2343.Google ScholarGoogle Scholar
  8. Cotin, S., Delingette, H., and Ayache, N., 1999. "Real-time elastic deformations of soft tissues for surgery simulation," IEEE Transactions on Visualization and Computer Graphics, vol. 5, 62--73. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Foster, N. and Fedkiw, R., 2001. "Practical animation of liquids,"Google ScholarGoogle Scholar
  10. Hinsinger, D., Neyret, F., and Cani, M. P., 2002. "Interactive animation of ocean waves," Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Kim, J., Cha, D., Chang, B., Koo, B., and Ihm, I., 2006. "Practical animation of turbulent splashing water,".Google ScholarGoogle Scholar
  12. Losasso, F., Shinar, T., Selle, A., and Fedkiw, R., 2006. "Multiple interacting liquids," ACM Transactions on Graphics, vol. 25. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Lorensen, W. E. and Cline, H. E., 1987. "Marching cubes: A high resolution 3d surface construction algorithm,".Google ScholarGoogle Scholar
  14. Matyka, M. and Ollila, M., 2003. "Pressure Model of Soft Body Simulation,".Google ScholarGoogle Scholar
  15. Müller, M., Charypar, D., and Gross, M., 2003. "Particle-based Fluid simulation for interactive applications,".Google ScholarGoogle Scholar
  16. Müller, M., Solenthaler, B., Keiser, R., and Gross, M., 2005. "Particle-Based Fluid-Fluid Interaction,".Google ScholarGoogle Scholar
  17. Bourg, D. M., Physics for game developers, O'reilly. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Desbrun, M., Schröder, P., and Barr, A., 1991. "Interactive animation of structured deformable objects,".Google ScholarGoogle Scholar
  19. Mesit, J., Chaudhry, S., and Guha, R., 2007. "3D Soft Body Simulation Using Mass-spring System with Internal Pressure Force and Simplified Implicit Integration," JOURNAL OF COMPUTERS, vol. 2.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Other conferences
    SpringSim '10: Proceedings of the 2010 Spring Simulation Multiconference
    April 2010
    1726 pages
    ISBN:9781450300698

    Publisher

    Society for Computer Simulation International

    San Diego, CA, United States

    Publication History

    • Published: 11 April 2010

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader