《Real Time Fluids in Games》.pdfVIP

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《Real Time Fluids in Games》.pdf

Real Time Fluids in Games Real Time Fluids in Games Matthias Müller ? PhysX accelerator chip PPU ? PhysX SDK PPU accelerated, free! – Rigid bodies + joints – Cloth simulation – Soft bodies – Fluid simulation SPH – Heightfield fluids to come 2 Outline ? Fluids in Games ? Heightfield Fluids ? A very simple program ? Physics background ? Object interaction ? Particle Based Fluids ? Simple particle systems ? Smoothed Particle Hydrodynamics SPH 3 Offline Fluid Simulation ? State of the art is impressive! ? Google “Robert Bridson”, “Ron Fedkiw”, “James O’Brien”, … Gas Liquids 4 Offline Simulation Times ? Typical grid size 2563 cells ? Linear system with 16 million unknowns! ? Level sets on even finer grids ? Raytracing reflection / refraction / caustics ? Photorealistic results ? 10 seconds – 50 minutes per frame! 5 Game Requirements ? CHEAP TO COMPUTE! – 40-60 fps of which fluid only gets a small fraction ? Stable even in non-realistic settings – Game characters sometimes “walk” at 50 mph ? Low memory consumption – Must run on consoles ? Challenge: – Get as close as possible to offline results while meeting all these constraints! 6 Reducing Computation Time ? Reduce resolution lazy – Simple use same algorithms – Results look blobby and coarse, details disappear ? Invent new methods do research ? – Reduce dimension e.g. from 3d to 2d – Use different resolutions for physics and appearance – Simulate only in interesting, active regions sleeping – Camera dependent level of detail LOD – Non-physical animations for specific effects 7 Solutions ? Procedural Water – Unbounded surfaces, oceans ? Heightfield Fluids – Ponds, lakes ? Particle Systems – Splashing, spray, puddles, smoke 8 Procedural Animation ? Simulate the effect, not the cause [Bridson07], [Yuksel07], [Fournier86], [Hinsinger02] ? No limits to creativity – E.g. superimpose sine waves ? Difficult but

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