Position Based Fluids英文教材.pdf

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To appear in ACM TOG 32(4). Position Based Fluids ¨ † Miles Macklin Matthias Muller NVIDIA Abstract In fluid simulation, enforcing incompressibility is crucial for real- ism; it is also computationally expensive. Recent work has im- proved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we present an iterative den- sity solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set of positional constraints that enforce constant density, our method allows similar incom- pressibility and convergence to modern smoothed particle hydro- dynamic (SPH) solvers, but inherits the stability of the geometric, position based dynamics method, allowing large time steps suit- (a) Real-time rendered fluid surface using ellipsoid splatting able for real-time applications. We incorporate an artificial pressure term that improves particle distribution, creates surface tension, and lowers the neighborhood requirements of traditional SPH. Finally, we address the issue of energy loss by applying vorticity confine- ment as a velocity post process. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism— Animation; Keywords: fluid simulation, SPH, PCISPH, constraint fluids, po- sition based dynamics (b) Underlying simulation particles

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