Matching fluid simulation elements to surface geometry and topology

Tyson Brochu, Christopher Batty, Robert Bridson
<span title="2010-07-26">2010</span> <i title="Association for Computing Machinery (ACM)"> <a target="_blank" rel="noopener" href="" style="color: black;">ACM Transactions on Graphics</a> </i> &nbsp;
Figure 1 : Sphere Splash. Coupling an explicit surface tracker to a Voronoi simulation mesh built from pressure points sampled in a geometry-aware fashion lets us capture very fine details in this sphere splash animation that uses only 314K tetrahedra. Abstract We introduce an Eulerian liquid simulation framework based on the Voronoi diagram of a potentially unorganized collection of pressure samples. Constructing the simulation mesh in this way allows us to place samples anywhere in the
more &raquo; ... tional domain; we exploit this by choosing samples that accurately capture the geometry and topology of the liquid surface. When combined with highresolution explicit surface tracking this allows us to simulate nearly arbitrarily thin features, while eliminating noise and other artifacts that arise when there is a resolution mismatch between the simulation and the surface-and allowing a precise inclusion of surface tension based directly on and at the same resolution as the surface mesh. In addition, we present a simplified Voronoi/Delaunay mesh velocity interpolation scheme, and a direct extension of embedded free surfaces and solid boundaries to Voronoi meshes.
<span class="external-identifiers"> <a target="_blank" rel="external noopener noreferrer" href="">doi:10.1145/1833351.1778784</a> <a target="_blank" rel="external noopener" href="">fatcat:xnzumwxerzfxvf2btjxfkk3x24</a> </span>
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