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From: Claudio Pozzoli
Subject: Liquid animation
Date: 12 Nov 2003 10:53:45
Message: <3fb25789@news.povray.org>
Hi all ; )
I would like to show the results of my work on liquid simulation; well,
just a little animation about a breaking dam problem in a complex
environment and the following inflow of water through a pipe from a
higher tank. Physical simulation has been realized using Smoothed Particle
Hydrodynamics. The triangle mesh exported in PovRay for the final
rendering is an approximation (Marching Cubes here), of the isosurface
defined selecting an appropriate value over the global
scalar field generated by the particles. I know... the liquid is a little too
much viscous to be real water, but it's a "problem" of the method (I'm
gonna give some explanations if you're interested in) and I'm investigating
a way to work it out.

What do you think?


Thx all

Claudio

(sorry for my english)


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From: Claudio Pozzoli
Subject: Re: Liquid animation
Date: 12 Nov 2003 11:00:49
Message: <3fb25931$1@news.povray.org>
Sry :) Here the link

http://digilander.libero.it/stajaame/index.html

Claudio


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From: Tim Nikias v2 0
Subject: Re: Liquid animation
Date: 12 Nov 2003 11:54:52
Message: <3fb265dc@news.povray.org>
> What do you think?


I think it looks awesome! Is it all POV-SDL, or some external program? How
long was the parsing time for the frames? Rendering times? I'm not so much
interested into the inner workings (they're sure interesting, but I don't
have the time right now to wrap my head around that) but more how easy it
could be used by some average guy? Like, do I need to build my scene with an
isosurface, or can I just hand a POV-object to the program? How about
setting up frames/steps?

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de




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From: Rafal 'Raf256' Maj
Subject: Re: Liquid animation
Date: 12 Nov 2003 12:53:37
Message: <Xns9431C00C7F3F0raf256com@204.213.191.226>
cla### [at] liberoit news:3fb25931$1@news.povray.org

> http://digilander.libero.it/stajaame/index.html

Can You please recompress it with some "standard" codec like mpeg-1, divx, 
vxid?


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Christoph Hormann
Subject: Re: Liquid animation
Date: 12 Nov 2003 13:42:02
Message: <3vaa81-lin.ln1@triton.imagico.de>
Claudio Pozzoli wrote:
> Hi all ; )
> I would like to show the results of my work on liquid simulation; well,
> just a little animation about a breaking dam problem in a complex
> environment and the following inflow of water through a pipe from a
> higher tank. Physical simulation has been realized using Smoothed Particle
> Hydrodynamics. The triangle mesh exported in PovRay for the final
> rendering is an approximation (Marching Cubes here), of the isosurface
> defined selecting an appropriate value over the global
> scalar field generated by the particles. I know... the liquid is a little too
> much viscous to be real water, but it's a "problem" of the method (I'm
> gonna give some explanations if you're interested in) and I'm investigating
> a way to work it out.
> 
> What do you think?

It looks very good.  If you wrote the simulation engine yourself i guess 
a lot of people here would be interested in it.

Note that you don't need to generate a mesh from the scalar field, 
POV-Ray can directly render isosurfaces.  I did renders of fluid 
simulations before by generating a density file from the simulation data 
and using it in an isosurface.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______


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From: Claudio Pozzoli
Subject: Re: Liquid animation
Date: 12 Nov 2003 15:28:52
Message: <3fb29804@news.povray.org>
> Can You please recompress it with some "standard" codec like mpeg-1, divx,
> vxid?

http://digilander.libero.it/stajaame/index.html

Uploaded a mpeg-1 compressed video ; )

Claudio


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From: Chris Johnson
Subject: Re: Liquid animation
Date: 12 Nov 2003 16:48:11
Message: <3fb2aa9b$1@news.povray.org>
Very, very impressive. I'd be interested in some more information about the
algorithm used. Is it similar to the one used in
http://graphics.stanford.edu/~fedkiw/papers/stanford2001-02.pdf?

-Chris


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From: Claudio Pozzoli
Subject: Re: Liquid animation
Date: 12 Nov 2003 20:31:29
Message: <3fb2def1@news.povray.org>
> "Tim Nikias v2.0" wrote
> I think it looks awesome! Is it all POV-SDL, or some external program? How
> long was the parsing time for the frames? Rendering times?

I've wrote and external program responsible for the physical simulation of the
liquid. Every time step (user defined) it saves in a file the surface of the liquid
in mesh2 format (around 12000 vertex and 22000 triangles for the simulation
posted). All those file are then processed by PovRay for final rendering
(Pov is used only for that purpose). Rendering times are a problem, though:
8 min / frame with radiosity and photons on (~360 frames in the animation
you've seen). Maybe an advanced user could optimize
some parameters and speed up rendering without a loss in quality... :)

> I'm not so much
> interested into the inner workings (they're sure interesting, but I don't
> have the time right now to wrap my head around that) but more how easy it
> could be used by some average guy? Like, do I need to build my scene with an
> isosurface, or can I just hand a POV-object to the program? How about
> setting up frames/steps?

Right now the program is not user-friendly (well, I was in a hurry to complete
my thesis so I postponed that aspect...). It provides a graphical interface
for preview purposes only but you have to setup your scene through a text
file whose sections define:
-) external time step - frame save time.
-) particles number
-) initial position of fluid blocks (if any).
-) fluid emitters (if any - with start / end time).
-) boundary definition (just planes for the moment)
-) ...
Just a word: boring : (

Once started the simulation you only have to wait (a lot... : P): 100 secs / frame
for that animation (~100000 fluid particles). Computational time and memory
requirements increase quickly raising the number of particles involved.
The program advance internally by a time step that respect stability conditions
(for example, if the average inner step is 0.0001250s (realistic value), the
program have to update the simulation ~160 times from a frame to another,
if the user defined a 0.02s external time step).

I'm working on a user-friendly editor in my spare time (not that much), so who
knows... :)

Claudio

Ps: I've uploaded another animation (ogl preview of a different simulation).


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From: Claudio Pozzoli
Subject: Re: Liquid animation
Date: 12 Nov 2003 20:35:55
Message: <3fb2dffb@news.povray.org>
> It looks very good.  If you wrote the simulation engine yourself i guess
> a lot of people here would be interested in it.

The simulation is based over Smoothed Particles Hydrodynamics, a
pure lagrangian method introduced in late '70 by Gingold and
Monaghan and originally used to model compressible flows in
astrophysical simulations. Successively it has been adapted to the
simulation of quasi-incompressible - incompressible flows.
The liquid is approximated by a finite number of particles, each carrying
physical informations like density, pressure, speed, viscosity...
The value of every physical quantity at any point is estimated by taking a
weighted average of the same quantities associated with the particles
located in a surrounding volume. Navier-stockes equations are
"rewritten" as inter-particles interaction laws. I don't have a english
paper based over my work right now but many articles have been
published this year and last one (it seems like the raise in computational
power increased the attention of computer graphics community over this
method, really time-consuming :) ). Here some references (try google
as well, though many papers are mainly focused over astophysical
applications):

http://mec-mail.eng.monash.edu.au/~mct/mct/docs/sph/sph.html
http://www.eg.org/EG/DL/WS/SCA03/154-159-mueller.pdf
http://cggmwww.csie.nctu.edu.tw/images/jwchiu/ModelingLiquid.pdf

> Note that you don't need to generate a mesh from the scalar field,
> POV-Ray can directly render isosurfaces.  I did renders of fluid
> simulations before by generating a density file from the simulation data
> and using it in an isosurface.

How could I do this? I mean: once I've generated a density file, following
the examples in pov documentation, I have to use it as a pattern (media,
pigment-normal) and associate it with a primitive. Do you use an isosurface
as object? densityfile as a media pattern? I would like to test it out! : )

Claudio


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From: Claudio Pozzoli
Subject: Re: Liquid animation
Date: 12 Nov 2003 20:43:51
Message: <3fb2e1d7$1@news.povray.org>
> http://www.eg.org/EG/DL/WS/SCA03/154-159-mueller.pdf

Update: use this instead http://graphics.ethz.ch/~mattmuel/publications/sca03.pdf


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