Real-time Complex Materials

Umeå universitet

 

This project actually consists of two parts that can be done together or in parts depending on the student(s). Optimally a physics student and a computing science student could work together on it.

The first part is an implementation of the Smoothed Particle Hydrodynamics method for simulation of fluids or other complex materials, while the second part focuses on the real-time rendering of these materials, i.e. using state -of-the-art computer graphics hardware to realistically visualize e.g. a fluid.

Smoothed Particle Hydrodynamics (SPH)

The SPH method utlizes a novel and innovative form of local field approximation to  differentials and functions making it possible to solve a differential field equation using an intuitive and extensible particle method. One could see it as if the particles span a dynamic mesh which is used to discretize and solve the continuum equations, but there is actually more to the method than this. The core of the method is the use of a smoothing kernel, i.e. a function with certain properties that is used to sum up an approximative value of the field functions from the surrounding particles. One part of the project will be to optimize the use of these smoothing kernels for the specific terms of interest, i.e. elasticity and plasticity.

Mesh-free methods are generally gaining in popularity since they are both computationally and numerically efficient, and also easy to implement and use. Applications lie in e.g. simulation of fluids (water, blood, etc), soft matter (e.g. skin, organs) and granular materials (e.g. sand and mud). All of these applications have considerable industrial impact too, e.g. in the game industry, movie special effects, medical training simulators, vehicle simulators, etc. Possibly the impact will be quite big on future computer games - imagine a character that can change it's form and structure from solid to fluid a´la T2 and Terminatrix.

For further information, a full specification and references, contact Kenneth Holmlund.

Real-time visualization of complex materials

Optimally, this project is directly connected to the SPH project, but it can also be done separately, by focusing on physically based surface reconstruction and hardware based rendering of particle represented dynamic surfaces. Modern GPU shader programs will be used and algorithms will be based on physical principles. Real-time soft shadows of complex materials could be one possible focus of this project.

For further information, a full specification and references, contact Kenneth Holmlund.

 

 
 

 
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The information on this page was checked 2003-04-28
Responsible for this page: Kenneth Holmlund
 
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VRlab, Umeå university
SE-901 87 Umeå, Sweden
Phone: +46 (0)90-786 96 55
Fax: +46 (0)90-786 61 26
E-mail: vrlab@umu.se