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 RenderingSolve the Navier-Stokes equationswhere 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 SimulationGenerally, graphics people assume the fluid is incompressible and inviscid (no viscosity)Looks fine for water and other liquids.Cannot handle shockwaves or acoustic wavesFor these, wee work by Jason or NikunjLiquid SimulationSound GenerationMore detail in the second halfSound is generated by bubblesOur fluid simulator must be able to handle bubblesFluid Simulation TechniquesGrid Based (Eulerian)Accurate to within the grid resolutionSlowParticle Based (Lagrangian)FasterCan look a little strangeOthersShallow water equationsCoupled shallow water and particle basedGrid Based MethodsSplit the inviscid, incompressible Navier-Stokes equations into the three partsAdvectionForcePressureCorrect within a factor of O(Δt)Grid Based MethodsConsiders a constant grid and observes what moves into an out of a cellStagger the grid points to avoid problemsMeasure the pressure at the center of a grid cellMeasure 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 MethodsNaturally handle bubblesJust grid cells that are empty with liquid surrounding themMust take rendering into accountUsed in boiling simulations (Kim, et al)DemosEarly Foster and FedkiwFluid-fluid interactionsBoilingParticle Based MethodsParticles are created by an emitter and exist for a certain length of timeStore mass, position, velocity, external forces and their lifetimeNo particle interactionsBased on smoothed particle hydrodynamics [CITE]Particle InteractionsNo particle interactionsFast, system is decoupledCan only simulate splashing and sprayingParticle InteractionsTheoretically n2 interactionsDefine a cutoff distance outside of which particles do not interactAllows for puddles, pools, etc.Particle InteractionsInteractions of liquids look something likeMathematically we model this with:Smoothed Particle HydrodynamicsNavier-Stokes equations operate on continuous fields, but we have particlesAssume each particle induces a smooth local fieldThe global fluid field is simply the sum of all the local fieldsEquations of MotionSimple particle equations:Reformulate Navier-Stokes equations in terms of forcesEach particle feels a force due to pressure, viscosity and any external forcesBubblesBubbles are not inherently handled (like in Eulerian approaches)Add an air particle to the systemCreate air particles at the surface, so they can be incorporated into the fluidAdd a interaction force and a surface tension force to the particlesSmoothed Particle HydrodynamicsDemosSimple SPH DemoAdding air particlesBoilingPouringShallow Water EquationsReduce the problem to 2DAt each x and y in the grid, store the height of the fluidDrastically reduces the complexity of the Navier-Stokes equationsRuns in real timeShallow Water EquationsOne value for each grid cell means no bubbles or breaking wavesExtension to the method by Thuerey, et. AlSimulate the bubbles as particles interacting with the fluidCan also simulate foam on the surface with SPH particlesVideoSmall Bubbles?What about small scale bubbles?Increase the resolutionComputationally expensiveUse finer grid sizes near the surfaceComplicated, still expensiveUse a heuristic near the surfaceInaccurate, but fasterWe have seen before, sounds can be inaccurate and still portray the necessary feelingHeuristicsAssume bubbles and foam form at regions of the surface where measureable quantities exceed a thresholdCould use curvature, divergence, Jacobian, etc.Generate bubble profiles for those regions heuristically based on the physical propertiesOther heuristics possibleTexture SynthesisUsed at UNC for generating realistic textures for dynamic fluidsVideoReferencesThürey, 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 AnimationMüller, 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 AnimationBridson, 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 SoundCavitation InceptionTensile Strength Cavitation NucleiInsideVacuumGasVaporSpherical Bubblepi=pg+pvpspLRp0Hydrostatic pressureFree Oscillation=0ps + pL > pipi=0RmaxRminR0R0piContractingStart from wall speed =0 ps + pL > piInternal pressure builds up as air is compressedadiabatically (PV = const. )isothermally (PV=nRT)Expandingwall speed =0ps + pL < piInternal pressure decreasesRayleigh-Plesset EquationR-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-linearLinearization for R = R0+rSolution without dampingMinnaert Resonance
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