Bubble splitting during boiling

Boiling Bubbles Animation

In this paper, we employ physics to model the phenomenon of boiling bubbles, which is commonly observed event. From the Physics point of view, boiling is due to the rapid vaporization of liquid like water. In fact, it consists of several complex processes. First, energy transfer, which mainly includes thermal conduction and convection, occurs between the heat source and water, between water molecules and bubbles, and between water molecule and water molecule. Second, there are multiple phases of boiling, each of which has different characteristics, and hence, makes boiling a complicated physical process. In this paper, we present a new physics based method for simulating bubbles from boiling water with a Smoothed Particle Hydrodynamics solver. The proposed method handles vapor bubbles rather than air bubbles. The most important difference is that the former can condense and merge with the surrounding water while the latter cannot. WIth our model, five interesting phenomena of boiling bubbles are introduced which have not been fully addressed in previous works.

Click here for some cool animation.

Reference

Y. Gu and Y.H. Yang, "Physics Based Boiling Bubble Simulation," SIGGRAPH Asia, Macao, Dec. 5-8. 2016. Technical Briefs.

Baking Animation

In this paper, we propose a model for creating physically-based animations of the baking process. Our model is capable of reproducing the fluid-solid phase transition, volume expansion, and surface browning that take place during the baking process. Furthermore, an adaptive field function is presented that is able to reconstruct the surface of the baked good as its volume expands. The model is very flexible in that it can reproduce the mechanical properties of a wide array of fluids from thin fluids to semi-solids. The sequences presented show that the proposed model can produce animations of different and peculiar types of bread.

Click here for some cool animation.

Reference

O. Rodriguez-Arenas, and Y.H. Yang, "Physically Based Baking Animations with Smoothed Particle Hydrodynamics," GI 2011, May 25 -May 27, St. John's, Newfoundland.

 

 

Lava

Liquid Animation

In this project, we develop a new triangulation method that acquires the triangular mesh by altering the one from the last time step. The alteration will be successful for the acquisition if no topological change is detected. The topological change detection does not need a separate process, and can be done very simply during the alteration. Altering the triangular mesh is computationally cheaper than generating it from scratch by the Marching Cube algorithm. Because the topological change does not occur all the time in the animation, the overall computational efficiency can be improved by using the proposed triangulation method. To demonstrate the efficiency improvement, a physical-based fluid animation is presented as an example of using the proposed method.

Rotating Rod

Non-Newtonian Fluid Animation

Particle-Based Non-Newtonian Fluid Animation with Heating Effects

In this project, we propose a new particle-based model for non-Newtonian fluid animation with heating effects. The new model has three contributions. The first contribution is a new particle dynamics method, which is more accurate in animating rotational non-Newtonian fluid motions than previous non-Newtonian fluid models in computer graphics. In addition, the particle dynamics method includes a new Smooth Particle Hydrodynamics (SPH)-based projection method to enforce fluid incompressibility. The second contribution is a new particle re-sampling method. It is observed that fluid deformations may cause poor particle distribution which in turn causes inaccurate fluid modeling. To address this problem, in our particle re-sampling method, particles in our model are down-sampled and then up-sampled such that a well distribution of particles is attained. The third contribution is a new SPH-based heat transfer method for animating non-Newtonian fluids, whereas heating effects have been animated in previous graphical models for elastic and plasto-elastic materials as well as Newtonian fluids. In the end, many animations are produced with the proposed model to demonstrate the contributions of the new approach.

Non-newtonian

Reference

Hai Mao and Yee-Hong YangParticle-Based Non-Newtonian Fluid Animation with Heating Effects, TR06-12.pdf.

zipped animation files (34.5MB)

 

 

Fluid-fluid collision

In this project, we propose a new particle-based fluid-fluid collision model for immiscible fluid animation. Our model consists of two components, namely, collision detection and collision response. A useful modeling feature is that our model not only can prevent immiscible fluids from mixing with each other, but also can allow one fluid to run through or to wrap around another fluid. The model is very flexible and can work with many existing particle-based fluid models. The animation results are presented and show that the proposed model can produce a variety of fluid animations. The following example shows some animation of an egg.

egg before falling
egg after falling
egg before falling into a bowl
egg after falling into a bowl
before falling through a funnel
falling through a funnel
more through a funnel
before touching the floor
on the floor

 

H. Mao and Y. H. Yang, "Particle-based immiscible fluid-fluid collision," Graphics Interface, June 7-9, 2006, Quebec City, Quebec. (This paper won the Michael A.J. Sweeney Best Student Paper Award.)

zipped animation file (2.3 MB, in avi format)

Pictures taken at GI 2006