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Neuroth T, Rieth M, Aditya K, Lee M, Chen JH, Ma KL. Level Set Restricted Voronoi Tessellation for Large scale Spatial Statistical Analysis. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:548-558. [PMID: 36166541 DOI: 10.1109/tvcg.2022.3209473] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
Spatial statistical analysis of multivariate volumetric data can be challenging due to scale, complexity, and occlusion. Advances in topological segmentation, feature extraction, and statistical summarization have helped overcome the challenges. This work introduces a new spatial statistical decomposition method based on level sets, connected components, and a novel variation of the restricted centroidal Voronoi tessellation that is better suited for spatial statistical decomposition and parallel efficiency. The resulting data structures organize features into a coherent nested hierarchy to support flexible and efficient out-of-core region-of-interest extraction. Next, we provide an efficient parallel implementation. Finally, an interactive visualization system based on this approach is designed and then applied to turbulent combustion data. The combined approach enables an interactive spatial statistical analysis workflow for large-scale data with a top-down approach through multiple-levels-of-detail that links phase space statistics with spatial features.
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Gao Y, Li S, Hao A, Qin H. Simulating Multi-Scale, Granular Materials and Their Transitions With a Hybrid Euler-Lagrange Solver. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:4483-4494. [PMID: 34449389 DOI: 10.1109/tvcg.2021.3107597] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Multi-scale granular materials, such as powdered materials and mudslides, are pretty common in nature. Modeling such materials and their phase transitions remains challenging since this task involves the delicate representations of various ranges of particles with multiple scales that cause their property variations among liquid, granular solid (i.e., particles), and smoke-like materials. To effectively animate the complicated yet intriguing natural phenomena involving multi-scale granular materials and their phase transitions in graphics with high fidelity, this article advocates a hybrid Euler-Lagrange solver to handle the behaviors of involved discontinuous fluid-like materials faithfully. At the algorithmic level, we present a unified framework that tightly couples the affine particle-in-cell (APIC) solver with density field to achieve the transformation spanning across granular particles, dust cloud, powders, and their natural mixtures. For example, a part of the granular particles could be transformed into dust cloud while interacting with air and being represented by density field. Meanwhile, the velocity decrease of the involved materials could also result in the transit from the density-field-driven dust to powder particles. Besides, to further enhance our modeling and simulation power to broaden the range of multi-scale materials, we introduce a moisture property for granular particles to control the transitions between particles and viscous liquid. At the geometric level, we devise an additional surface-tracking procedure to simulate the viscous liquid phase. We can arrive at delicate viscous behaviors by controlling the corresponding yield conditions. Through various experiments with the different scenes design being conducted in our unified framework, we can validate the mixed multi-scale materials' mutual transformation processes. Our unified framework furnished with a hybrid solver can significantly enhance the modeling flexibility and the animation potential of the particle-grid hybrid materials in graphics.
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Particle-Based Dynamic Water Drops with High Surface Tension in Real Time. Symmetry (Basel) 2021. [DOI: 10.3390/sym13071265] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Surface tension has a great influence on the shape of the fluid interface, and is an important physical characteristic in expressing not only liquids but also liquid metals such as mercury and gallium. In the field of physics-based particle fluid simulations, it is a challenging problem to express the high surface tension generated by fluid-air or fluid-solid interaction in real time. The main reasons for this are (1) The magnitude of the force that can be stably expressed in real-time fluid simulation is limited, so when the magnitude of the surface tension increases at a large time-step, the simulation stability decreases, and (2) If we use a small time-step, a stronger force can be expressed. However, it becomes difficult to operate in real time because the computational cost increases. Techniques were proposed to solve this problem for a few specific scenes, but there has not yet been a general approach that can reliably express high surface tension in various scenarios. In this paper, we propose a real-time particle-based fluid simulation framework that can efficiently and stably express high surface tension. Unlike the previous methods, we newly model the surface tension so that the strong surface tension force generated in the droplet area with a large curvature is applied evenly in the normal and tangent directions regardless of the size of the droplet. We also propose new pressure constraints that converge quickly and accurately using this force. Our method can be effectively used in various physics-based simulation scenarios because it can easily express and control surface tension effects that appear in materials such as liquid metal as well as water.
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Zhai X, Hou F, Qin H, Hao A. Fluid Simulation with Adaptive Staggered Power Particles on GPUs. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:2234-2246. [PMID: 30561345 DOI: 10.1109/tvcg.2018.2886322] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/09/2023]
Abstract
This paper extends the recently proposed power-particle-based fluid simulation method with staggered discretization, GPU implementation, and adaptive sampling, largely enhancing the efficiency and usability of the method. In contrast to the original formulation which uses co-located pressures and velocities, in this paper, a staggered scheme is adapted to the Power Particles to benefit visual details and computing efficiency. Meanwhile, we propose a novel facet-based power diagrams construction algorithm suitable for parallelization and explore its GPU implementation, achieving an order of magnitude boost in performance over the existing code library. In addition, to utilize the potential of Power Particles to control individual cell volume, we apply adaptive particle sampling to improve the detail level with varying resolution. The proposed method can be entirely carried out on GPUs, and our extensive experiments validate our method both in terms of efficiency and visual quality.
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Efficient preservation and breakup of liquid sheets using screen-projected particles. PLoS One 2020; 15:e0227590. [PMID: 32023259 PMCID: PMC7001942 DOI: 10.1371/journal.pone.0227590] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/27/2019] [Accepted: 12/20/2019] [Indexed: 11/19/2022] Open
Abstract
In this paper, we propose a technique that can efficiently express the preservation and breakup of liquid sheets by eliminating over-preserved liquid sheets using the motion of water particles projected onto the screen. First, we project three-dimensional water particles onto a two-dimensional screen. When multiple particles are projected onto the same pixel, we select one of the front most particles as a screened particle by comparing their depth values. Based on the anisotropic kernel and density, the motion of the screened water particles is tracked to determine whether preservation and breakup should be performed. As a result, new water particles are added or existing ones are deleted, which makes it possible to express two characteristics of particle-based fluids: preservation and breakup of liquid sheets. The proposed technique is based on particle-based fluids, which can be used to remove the over-preserved liquid sheets and thus improve the quality of liquid sheets without surface noise.
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Visual Simulation of Detailed Turbulent Water by Preserving the Thin Sheets of Fluid. Symmetry (Basel) 2018. [DOI: 10.3390/sym10100502] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
When we perform particle-based water simulation, water particles are often increased dramatically because of particle splitting around breaking holes to maintain the thin fluid sheets. Because most of the existing approaches do not consider the volume of the water particles, the water particles must have a very low mass to satisfy the law of the conservation of mass. This phenomenon smears the motion of the water, which would otherwise result in splashing, thereby resulting in artifacts such as numerical dissipation. Thus, we propose a new fluid-implicit, particle-based framework for maintaining and representing the thin sheets and turbulent flows of water. After splitting the water particles, the proposed method uses the ghost density and ghost mass to redistribute the difference in mass based on the volume of the water particles. Next, small-scale turbulent flows are formed in local regions and transferred in a smooth manner to the global flow field. Our results show us the turbulence details as well as the thin sheets of water, thereby obtaining an aesthetically pleasing improvement compared with existing methods.
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Winkler D, Zischg J, Rauch W. Virtual reality in urban water management: communicating urban flooding with particle-based CFD simulations. WATER SCIENCE AND TECHNOLOGY : A JOURNAL OF THE INTERNATIONAL ASSOCIATION ON WATER POLLUTION RESEARCH 2018; 77:518-524. [PMID: 29377836 DOI: 10.2166/wst.2017.567] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
For communicating urban flood risk to authorities and the public, a realistic three-dimensional visual display is frequently more suitable than detailed flood maps. Virtual reality could also serve to plan short-term flooding interventions. We introduce here an alternative approach for simulating three-dimensional flooding dynamics in large- and small-scale urban scenes by reaching out to computer graphics. This approach, denoted 'particle in cell', is a particle-based CFD method that is used to predict physically plausible results instead of accurate flow dynamics. We exemplify the approach for the real flooding event in July 2016 in Innsbruck.
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Affiliation(s)
- Daniel Winkler
- Unit of Environmental Engineering, University of Innsbruck, Innsbruck 6020, Austria E-mail:
| | - Jonatan Zischg
- Unit of Environmental Engineering, University of Innsbruck, Innsbruck 6020, Austria E-mail:
| | - Wolfgang Rauch
- Unit of Environmental Engineering, University of Innsbruck, Innsbruck 6020, Austria E-mail:
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Yang T, Martin RR, Lin MC, Chang J, Hu SM. Pairwise Force SPH Model for Real-Time Multi-Interaction Applications. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2017; 23:2235-2247. [PMID: 28541209 DOI: 10.1109/tvcg.2017.2706289] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
In this paper, we present a novel pairwise-force smoothed particle hydrodynamics (PF-SPH) model to enable simulation of various interactions at interfaces in real time. Realistic capture of interactions at interfaces is a challenging problem for SPH-based simulations, especially for scenarios involving multiple interactions at different interfaces. Our PF-SPH model can readily handle multiple types of interactions simultaneously in a single simulation; its basis is to use a larger support radius than that used in standard SPH. We adopt a novel anisotropic filtering term to further improve the performance of interaction forces. The proposed model is stable; furthermore, it avoids the particle clustering problem which commonly occurs at the free surface. We show how our model can be used to capture various interactions. We also consider the close connection between droplets and bubbles, and show how to animate bubbles rising in liquid as well as bubbles in air. Our method is versatile, physically plausible and easy-to-implement. Examples are provided to demonstrate the capabilities and effectiveness of our approach.
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Kim JH, Lee J. Strain-based diffusion solver for realistic representation of diffusion front in physical reactions. PLoS One 2017; 12:e0175695. [PMID: 28448591 PMCID: PMC5407753 DOI: 10.1371/journal.pone.0175695] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/06/2016] [Accepted: 03/29/2017] [Indexed: 12/02/2022] Open
Abstract
When simulating fluids, such as water or fire, interacting with solids, it is a challenging problem to represent details of diffusion front in physical reaction. Previous approaches commonly use isotropic or anisotropic diffusion to model the transport of a quantity through a medium or long interface. We have identified unrealistic monotonous patterns with previous approaches and therefore, propose to extend these approaches by integrating the deformation of the material with the diffusion process. Specifically, stretching deformation represented by strain is incorporated in a divergence-constrained diffusion model. A novel diffusion model is introduced to increase the global rate at which the solid acquires relevant quantities, such as heat or saturation. This ensures that the equations describing fluid flow are linked to the change of solid geometry, and also satisfy the divergence-free condition. Experiments show that our method produces convincing results.
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Affiliation(s)
- Jong-Hyun Kim
- Department of Software Application, Kangnam University, Gyeonggi-do, Republic of Korea
| | - Jung Lee
- Department of Convergence Software, Hallym University, Gangwon-do, Republic of Korea
- * E-mail:
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Reconstructing flicker-free surfaces in hybrid particle-grid water simulation. J Vis (Tokyo) 2016. [DOI: 10.1007/s12650-016-0400-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Chentanez N, Müller M, Kim TY. Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid Phenomena. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2015; 21:1116-1128. [PMID: 26340036 DOI: 10.1109/tvcg.2015.2449303] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/05/2023]
Abstract
We propose a new method to simulate large scale water phenomena by combining particle, 3D grid and height field methods. In contrast to most hybrid approaches that use particles to simulate foam and spray only, we also represent the bulk of water near the surface with both particles and a grid depending on the regions of interest and switch between those two representations during the course of the simulation. For the coupling we leverage the recent idea of tracking the water surface with a density field in grid based methods. Combining particles and a grid simulation then amounts to adding the density field of the particles and the one stored on the grid. For open scenes, we simulate the water outside of the 3D grid domain by solving the Shallow Water Equations on a height field. We propose new methods to couple these two domains such that waves travel naturally across the border. We demonstrate the effectiveness of our approach in various scenarios including a whale breaching simulation, all running in real-time or at interactive rates.
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