[Sidefx-houdini-list] Amazing fluid dynamics from NVIDIA

Pablo Giménez pablogipi at gmail.com
Mon Apr 6 19:22:38 EDT 2009


Really interesting stuff here.
At the end mixing fluids with particles is really a very good solution, but
is amazing to watch how fast this world around the GPUs is evolving.
cheers

2009/3/26 Rob Pieké <rob-p at moving-picture.com>

> Rewording what Andy said in an earlier post,
>
> In the context of a fluid sim, Galilean Invariance basically just means
> that you can move the bounds of your sim around, so long as you don't
> move the contents.
>
> Imagine a very localized action - say a small splash in a cup of water.
> My fluid sim bounds could be tight around the cup, or encompass a much
> larger space, but so long as the voxels with "interesting data" don't
> change size or position (in world-space), the simulation will be the same.
>
> R+H presented a paper at SIGGRAPH'04 on this:
> http://www.jcohen.name/papers/Shah_Extended_2004.pdf
>
> There's a similar example of someone who wrote a Maya plugin:
> http://coskuozdemir.com/blog/?p=40
>
> The only difference is that NVIDIA's using a fixed-size volume for
> simulation (to guarantee fixed-cost computation), and then applying
> turbulence outside the volume, unlike the two links above where the
> volume is constantly extending/contracting to dynamically bound the
> "interesting data".
>
> Cheers!
>
>
>
> > My understanding of the term is more to do with inertial frames of
> > reference. Think of Einstein's relativity, the fact that physics and
> > motion of objects in a non-accelerating reference frame (i.e. one that is
> > travelling at a constant velocity) is indistinguishable from any other
> > non-accelerating reference frame.
> >
> > http://en.wikipedia.org/wiki/Galilean_invariance
> >
> > Cheers
> >
> > Andy
> >
> >
> >> If I hadn't heard of that term, I would think that you would take the
> >> acceleration on the car, invert it, and apply it as forces on the fluid.
> >> Is galilean invariance a fancy term for that?
> >>
> >>
> >> --- On Tue, 3/24/09, craigleehoffman at aol.com <craigleehoffman at aol.com>
> >> wrote:
> >>
> >>  So who's up to creating a "Galilean Invariance" DOP?...   :)
> >>
> >> -Craig
> >>
> >>
> >>
> >>
> >>
> >> -----Original Message-----
> >> From: Andy Nicholas <andy at andynicholas.com>
> >> To: sidefx-houdini-list at sidefx.com
> >> Sent: Tue, 24 Mar 2009 5:34 pm
> >> Subject: Re: [Sidefx-houdini-list] Amazing fluid dynamics from NVIDIA
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >> If you read the info, as I understand it they're parenting a small fluid
> >> system to the back of the car (which is the denser, highly turbulent
> >> area), while interchanging the dynamics data with world space (using the
> >> Galilean invariance technique they mention). This allows them to use a
> >> small region of proper fluid simulation only where they need it. When
> the
> >> particles leave the region, they just use standard particle dynamics,
> i.e.
> >> without proper fluid advection.
> >>
> >> I might have some details wrong, but that's what I picked up from a
> quick
> >> skim read.
> >>
> >> Very cool.
> >>
> >> Andy
> >>
> >>
> >>> It's nice but is it really fluid? It looks more like a turbulence in a
> >>> particule simulation.
> >>>
> >>> Pablo Giménez wrote:
> >>>> This is really cool, realtime fluids sim and render using CUDA:
> >>>> http://www.youtube.com/watch?v=RuZQpWo9Qhs
> >>>>
> >>>> Just thinking if sometime we will be able to use this technology in
> >>>> Houdini,
> >>>> would be amazing.
> >>>>
> >>>>
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-- 
Un saludo
Best Regards
Pablo Giménez



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