Unformatted text preview:

Simulating Liquid SoundPart I: Fluid Simulation for Sound RenderingLiquid SimulationSlide 4Sound GenerationFluid Simulation TechniquesGrid Based MethodsSlide 8Slide 9Slide 10Particle Based MethodsParticle InteractionsSlide 13Smoothed Particle HydrodynamicsEquations of MotionBubblesSlide 17Shallow Water EquationsSlide 19Small Bubbles?HeuristicsTexture SynthesisReferencesPart II: Bubble SoundSpherical BubbleFree OscillationRayleigh-Plesset EquationLinearization of R-P eq.DampingSlide 30Shifted Resonant FrequencyPressure RadiationExperimentsNonspherical Bubble OscillationsBurstMore IssueSlide 37Simulating Liquid SoundWill MossHengchin YehPart I: Fluid Simulation forSound RenderingSolve the Navier-Stokes equationswhere v is the flow velocity, ρ is the fluid density, p is the pressure, T is the (deviatoric) stress tensor, and f represents body forcesLiquid SimulationGenerally, graphics people assume the fluid is incompressible and inviscid (no viscosity)Looks fine for water and other liquids.Cannot handle shockwaves or acoustic wavesFor these, wee work by Jason or NikunjLiquid SimulationSound GenerationMore detail in the second halfSound is generated by bubblesOur fluid simulator must be able to handle bubblesFluid Simulation TechniquesGrid Based (Eulerian)Accurate to within the grid resolutionSlowParticle Based (Lagrangian)FasterCan look a little strangeOthersShallow water equationsCoupled shallow water and particle basedGrid Based MethodsSplit the inviscid, incompressible Navier-Stokes equations into the three partsAdvectionForcePressureCorrect within a factor of O(Δt)Grid Based MethodsConsiders a constant grid and observes what moves into an out of a cellStagger the grid points to avoid problemsMeasure the pressure at the center of a grid cellMeasure the velocity at the faces between the grid pointsuxGrid Based Methodsui 12, jui 12, jvi, j 12pi, jpi 1, jpi, j  1pi, j 1pi  1, jvi, j 12Grid Based MethodsNaturally handle bubblesJust grid cells that are empty with liquid surrounding themMust take rendering into accountUsed in boiling simulations (Kim, et al)DemosEarly Foster and FedkiwFluid-fluid interactionsBoilingParticle Based MethodsParticles are created by an emitter and exist for a certain length of timeStore mass, position, velocity, external forces and their lifetimeNo particle interactionsBased on smoothed particle hydrodynamics [CITE]Particle InteractionsNo particle interactionsFast, system is decoupledCan only simulate splashing and sprayingParticle InteractionsTheoretically n2 interactionsDefine a cutoff distance outside of which particles do not interactAllows for puddles, pools, etc.Particle InteractionsInteractions of liquids look something likeMathematically we model this with:Smoothed Particle HydrodynamicsNavier-Stokes equations operate on continuous fields, but we have particlesAssume each particle induces a smooth local fieldThe global fluid field is simply the sum of all the local fieldsEquations of MotionSimple particle equations:Reformulate Navier-Stokes equations in terms of forcesEach particle feels a force due to pressure, viscosity and any external forcesBubblesBubbles are not inherently handled (like in Eulerian approaches)Add an air particle to the systemCreate air particles at the surface, so they can be incorporated into the fluidAdd a interaction force and a surface tension force to the particlesSmoothed Particle HydrodynamicsDemosSimple SPH DemoAdding air particlesBoilingPouringShallow Water EquationsReduce the problem to 2DAt each x and y in the grid, store the height of the fluidDrastically reduces the complexity of the Navier-Stokes equationsRuns in real timeShallow Water EquationsOne value for each grid cell means no bubbles or breaking wavesExtension to the method by Thuerey, et. AlSimulate the bubbles as particles interacting with the fluidCan also simulate foam on the surface with SPH particlesVideoSmall Bubbles?What about small scale bubbles?Increase the resolutionComputationally expensiveUse finer grid sizes near the surfaceComplicated, still expensiveUse a heuristic near the surfaceInaccurate, but fasterWe have seen before, sounds can be inaccurate and still portray the necessary feelingHeuristicsAssume bubbles and foam form at regions of the surface where measureable quantities exceed a thresholdCould use curvature, divergence, Jacobian, etc.Generate bubble profiles for those regions heuristically based on the physical propertiesOther heuristics possibleTexture SynthesisUsed at UNC for generating realistic textures for dynamic fluidsVideoReferencesThürey, N., Sadlo, F., Schirm, S., Müller-Fischer, M., and Gross, M. 2007. “Real-time simulations of bubbles and foam within a shallow water framework”. In Proceedings of the 2007 ACM Siggraph/Eurographics Symposium on Computer AnimationMüller, M., Solenthaler, B., Keiser, R., and Gross, M. 2005. “Particle-based fluid-fluid interaction”. In Proceedings of the 2005 ACM Siggraph/Eurographics Symposium on Computer AnimationBridson, R. and Müller-Fischer, M. 2007. Fluid simulation: SIGGRAPH 2007 course notes Narain, R., Kwatra, V., Lee, H.P., Kim, T., Carlson, M., and Lin, M.C., Feature-Guided Dynamic Texture Synthesis on Continuous Flows, Eurographics Symposium on Rendering 2007.Foster, N. and Fedkiw, R. 2001. Practical animation of liquids. In Proceedings of the 28th Annual Conference on Computer Graphics and interactive Techniques SIGGRAPH '01Part II: Bubble SoundCavitation InceptionTensile Strength Cavitation NucleiInsideVacuumGasVaporSpherical Bubblepi=pg+pvpspLRp0Hydrostatic pressureFree Oscillation=0ps + pL > pipi=0RmaxRminR0R0piContractingStart from wall speed =0 ps + pL > piInternal pressure builds up as air is compressedadiabatically (PV = const. )isothermally (PV=nRT)Expandingwall speed =0ps + pL < piInternal pressure decreasesRayleigh-Plesset EquationR-P eq.Work done by pressure difference =Kinetic Energy (Speed of wall)+ Viscosity damping μ+ (Acoustic radiation)+ (Thermal damping)Linearization of R-P eq.R-P eq. is non-linearLinearization for R = R0+rSolution without dampingMinnaert Resonance


View Full Document

UNC-Chapel Hill COMP 790 - Simulating Liquid Sound

Download Simulating Liquid Sound
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Simulating Liquid Sound and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Simulating Liquid Sound 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?