Is a Realistic Water Bubble Simulation Possible?
❤️ Check out Weights & Biases here and sign up for a free demo: https://www.wandb.com/papers
Their blog post and report on 3D segmentation is available here:
https://app.wandb.ai/nbaryd/SparseConvNet-examples_3d_segmentation/reports?view=nbaryd%2FSemantic%20Segmentation%20of%203D%20Point%20Clouds
📝 The paper "Unified Spray, Foam and Bubbles for Particle-Based Fluids" is available here:
- https://pdfs.semanticscholar.org/72ec/134f3c87c543be5f95330f73f4eb383c5511.pdf
- https://cg.informatik.uni-freiburg.de/publications/2012_CGI_sprayFoamBubbles.pdf
The FLIP Fluids plugin is available here:
https://blendermarket.com/products/flipfluids
If you wish to understand and implement a simple, real-time fluid simulator, you can check out my thesis here. It runs on your GPU and comes with source code:
https://users.cg.tuwien.ac.at/zsolnai/gfx/fluid_control_msc_thesis/
If you are yearning for more, Doyub Kim's Fluid Engine Development is available here:
https://doyub.com/fluid-engine-development/
Ryan Guy's notes on their FLIP Fluids implementation differences from the paper:
- The paper mentions gathering data from nearby particles in some calculations. Our simulator does not perform a nearest-neighbour particle search so we've made some modifications to to avoid this search.
- Our whitewater generator uses the Signed Distance Field (SDF) of the liquid surface to derive the surface curvature for locating wavecrests.
- The SDF is also used to test the depth of the particles, such as if they are located inside or outside of the liquid volume.
- Instead of using the particles to calculate velocity difference (trapped air potential), we are using velocity values that are stored on the grid.
🙏 We would like to thank our generous Patreon supporters who make Two Minute Papers possible:
Alex Haro, Andrew Melnychuk, Angelos Evripiotis, Anthony Vdovitchenko, Benji Rabhan, Brian Gilman, Bryan Learn, Christian Ahlin, Claudio Fernandes, Daniel Hasegan, Dan Kennedy, Dennis Abts, Eric Haddad, Eric Martel, Evan Breznyik, Geronimo Moralez, James Watt, Javier Bustamante, John De Witt, Kaiesh Vohra, Kasia Hayden, Kjartan Olason, Levente Szabo, Lorin Atzberger, Lukas Biewald, Marcin Dukaczewski, Marten Rauschenberg, Maurits van Mastrigt, Michael Albrecht, Michael Jensen, Nader Shakerin, Owen Campbell-Moore, Owen Skarpness, Raul Araújo da Silva, Rob Rowe, Robin Graham, Ryan Monsurate, Shawn Azman, Steef, Steve Messina, Sunil Kim, Taras Bobrovytsky, Thomas Krcmar, Torsten Reil, Tybie Fitzhugh.
https://www.patreon.com/TwoMinutePapers
Thumbnail background image credit: Ryan Guy and Dennis Fassbaender
Splash screen/thumbnail design: Felícia Fehér - http://felicia.hu
Károly Zsolnai-Fehér's links:
Instagram: https://www.instagram.com/twominutepapers/
Twitter: https://twitter.com/karoly_zsolnai
Web: https://cg.tuwien.ac.at/~zsolnai/
Видео Is a Realistic Water Bubble Simulation Possible? канала Two Minute Papers
Their blog post and report on 3D segmentation is available here:
https://app.wandb.ai/nbaryd/SparseConvNet-examples_3d_segmentation/reports?view=nbaryd%2FSemantic%20Segmentation%20of%203D%20Point%20Clouds
📝 The paper "Unified Spray, Foam and Bubbles for Particle-Based Fluids" is available here:
- https://pdfs.semanticscholar.org/72ec/134f3c87c543be5f95330f73f4eb383c5511.pdf
- https://cg.informatik.uni-freiburg.de/publications/2012_CGI_sprayFoamBubbles.pdf
The FLIP Fluids plugin is available here:
https://blendermarket.com/products/flipfluids
If you wish to understand and implement a simple, real-time fluid simulator, you can check out my thesis here. It runs on your GPU and comes with source code:
https://users.cg.tuwien.ac.at/zsolnai/gfx/fluid_control_msc_thesis/
If you are yearning for more, Doyub Kim's Fluid Engine Development is available here:
https://doyub.com/fluid-engine-development/
Ryan Guy's notes on their FLIP Fluids implementation differences from the paper:
- The paper mentions gathering data from nearby particles in some calculations. Our simulator does not perform a nearest-neighbour particle search so we've made some modifications to to avoid this search.
- Our whitewater generator uses the Signed Distance Field (SDF) of the liquid surface to derive the surface curvature for locating wavecrests.
- The SDF is also used to test the depth of the particles, such as if they are located inside or outside of the liquid volume.
- Instead of using the particles to calculate velocity difference (trapped air potential), we are using velocity values that are stored on the grid.
🙏 We would like to thank our generous Patreon supporters who make Two Minute Papers possible:
Alex Haro, Andrew Melnychuk, Angelos Evripiotis, Anthony Vdovitchenko, Benji Rabhan, Brian Gilman, Bryan Learn, Christian Ahlin, Claudio Fernandes, Daniel Hasegan, Dan Kennedy, Dennis Abts, Eric Haddad, Eric Martel, Evan Breznyik, Geronimo Moralez, James Watt, Javier Bustamante, John De Witt, Kaiesh Vohra, Kasia Hayden, Kjartan Olason, Levente Szabo, Lorin Atzberger, Lukas Biewald, Marcin Dukaczewski, Marten Rauschenberg, Maurits van Mastrigt, Michael Albrecht, Michael Jensen, Nader Shakerin, Owen Campbell-Moore, Owen Skarpness, Raul Araújo da Silva, Rob Rowe, Robin Graham, Ryan Monsurate, Shawn Azman, Steef, Steve Messina, Sunil Kim, Taras Bobrovytsky, Thomas Krcmar, Torsten Reil, Tybie Fitzhugh.
https://www.patreon.com/TwoMinutePapers
Thumbnail background image credit: Ryan Guy and Dennis Fassbaender
Splash screen/thumbnail design: Felícia Fehér - http://felicia.hu
Károly Zsolnai-Fehér's links:
Instagram: https://www.instagram.com/twominutepapers/
Twitter: https://twitter.com/karoly_zsolnai
Web: https://cg.tuwien.ac.at/~zsolnai/
Видео Is a Realistic Water Bubble Simulation Possible? канала Two Minute Papers
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