Physics-based animation of large-scale splashing liquids, elastoplastic solids, and model-reduced flow

Update Item Information
Publication Type dissertation
School or College College of Engineering
Department Computing
Author Gerszewski, Daniel James
Title Physics-based animation of large-scale splashing liquids, elastoplastic solids, and model-reduced flow
Date 2014-08
Description Physical simulation has become an essential tool in computer animation. As the use of visual effects increases, the need for simulating real-world materials increases. In this dissertation, we consider three problems in physics-based animation: large-scale splashing liquids, elastoplastic material simulation, and dimensionality reduction techniques for fluid simulation. Fluid simulation has been one of the greatest successes of physics-based animation, generating hundreds of research papers and a great many special effects over the last fifteen years. However, the animation of large-scale, splashing liquids remains challenging. We show that a novel combination of unilateral incompressibility, mass-full FLIP, and blurred boundaries is extremely well-suited to the animation of large-scale, violent, splashing liquids. Materials that incorporate both plastic and elastic deformations, also referred to as elastioplastic materials, are frequently encountered in everyday life. Methods for animating such common real-world materials are useful for effects practitioners and have been successfully employed in films. We describe a point-based method for animating elastoplastic materials. Our primary contribution is a simple method for computing the deformation gradient for each particle in the simulation. Given the deformation gradient, we can apply arbitrary constitutive models and compute the resulting elastic forces. Our method has two primary advantages: we do not store or compare to an initial rest configuration and we work directly with the deformation gradient. The first advantage avoids poor numerical conditioning and the second naturally leads to a multiplicative model of deformation appropriate for finite deformations. One of the most significant drawbacks of physics-based animation is that ever-higher fidelity leads to an explosion in the number of degrees of freedom.
Type Text
Publisher University of Utah
Subject Computer graphics; Liquid simulation; Model reduction; Physically based modeling; Physics-based animation; Point-based simulation
Dissertation Institution University of Utah
Dissertation Name Doctor of Philosophy
Language eng
Rights Management Copyright © Daniel James Gerszewski 2014
Format Medium application/pdf
Format Extent 1,168,418 bytes
Identifier etd3/id/3197
ARK ark:/87278/s6w12f4v
Setname ir_etd
ID 196763
Reference URL https://collections.lib.utah.edu/ark:/87278/s6w12f4v
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