E N D
1. Visual Simulation of Waves Sarah Macumber
10/12/04
2. 4/12/2012 2 Overview Why is a storm so hard to model and visually simulate?
The Perfect Storm
Numerical simulations and models
Movie magic
3. It’s just Water? Physical properties of water
Density, viscosity and surface tension
Color gradients
Translucence
Boundary layer between water and air
4. Its just a storm All of the water effects discussed above
Non-linear wave interactions
Wind
Rain
Rigid body interactions
Foam from waves churning
Mist
Splashes
Buoyancy characteristics
Lightening
5. We cannot rely on
Graphical Art
Animation
To provide us with a realistic Storm
We NEED more MATH, a lot more … Mathematicians with cool jobs
6. 4/12/2012 6 The Perfect Storm In October of 1991 it hit off the coast of Massachusetts, lasting 5 days
Stronger than any in recorded history
Such an apocalyptic situation that meteorologists wanted to create a new category of storms for it
No Name Storm, Halloween Storm, The Perfect Storm
2 Tropical and 1 Mid Atlantic storm combined
Gale to Hurricane Force Winds
78-100 mph
Boats encountered waves of 100 feet
(10 story building)
On shore waves reported 10 to 30 ft
7. 4/12/2012 7 Stormy Weather Model Accurate model of water particle
Ocean base
Statistical models of ocean behavior
Inferred from oceanographic data
Deep Waves
3D Navier Stokes model
Surface Waves
Particle system model
Rigid body collision
Lighting
8. 4/12/2012 8 Water Model Color Gradients and Translucence
Density, Viscosity, Surface tension…etc
Boundary layer between water and air
Dense grid and high computational costs needed to capture interesting behavior
9. 4/12/2012 9 Statistical Model Provides for a basic model of the waves and wind
Geography and topology
Speed
Height
Direction
Frequency
Linear
Assumes waves vary in a regular way around the average wave height
10. 4/12/2012 10 That Looks Bad
11. 4/12/2012 11 Navier Stokes model Finite Differences
Finite Elements
Finite Volumes
Don’t have to worry about the boundary between the water and air
Surface wave model
*Note, this is the easiest step!
12. 4/12/2012 12 2D Navier Stokes on a Breaking Wave
13. 4/12/2012 13 Full 3D Navier Stokes on a Breaking Wave
14. 4/12/2012 14 Particle Systems Crests on the waves
Mist
Foam
Millions of water droplets in each and every splash
15. 4/12/2012 15 Particle Systems Particles in wave interact with
Other particles in the wave
Other waves
Rigid objects
Wind
Gravity
16. 4/12/2012 16 Particle Systems Particle Trajectories before collision
Defined
Chaotic
Source diffusion (Heat eq)
Collision Model
tells each particle, as well as every other object in the scene, what to do when it comes into contact with the surface of another object, or with another particle
Calculate and display the trajectories of each individual particle
Require days of computation time per shot
Use rooms full of parallel processing machines
17. 4/12/2012 17 Particle Systems Collision Model
tells each particle, as well as every other object in the scene, what to do when it comes into contact with the surface of another object, or with another particle
Millions and Billions of particles
Calculate and display the trajectories of each individual particle
Simulations for scenes require days of computation time per shot, using rooms full of high-speed computers!
18. 4/12/2012 18 I’m not Keeping track!
19. 4/12/2012 19 Lighting model Reflection
Refraction
Textured surface
Godrays
20. 4/12/2012 20 Lighting Methods Flat shading
Position and intensity of a light source
Texture mapping
Mapping images (textures) onto polygons
Bump mapping
Normal perturbation method, simulates wrinkled surfaces
Raytracing
Simulates reflection and transparency
Global Illumination
Monte-Carlo gathering and radiosity for simulating realistic light sources.
21. 4/12/2012 21 Lighting Direct Lighting
Monte Carlo Ray tracing
Markov chain random walk technique for solving rendering equation
22. 4/12/2012 22 Movie Magic
23. 4/12/2012 23 Industrial Light & Magic Works Responsible for the CG affects in Warner Bros. movie The Perfect Storm
Visualize and plan the scene
Create an ocean environment
storm, Andrea Gale and actors
Integrate the CG storm into real water from live shots
Touch ups & post production
Convince the audience that its real
24. 4/12/2012 24 Animatics Allow the director to plan the shot both visually and practically
are not adequate representations for a fluid because of its amorphous nature and irregular topology.are not adequate representations for a fluid because of its amorphous nature and irregular topology.
25. 4/12/2012 25 ILM - Effects The wave swells and forms
part of the ocean simulation
It collides with the Andrea Gail
a rigid body object placed in the ocean simulation
The wave impacts and breaks over the boat
the particle system emits millions of particles
26. 4/12/2012 26 ILM - Effects The Wave spreads out
The particles obey the dynamics of surface tension versus outside forces
Some of the splash becomes mist and blows off in the wind
An aerodynamic simulation is done to calculate the wind forces
Most of the water falls onto the deck of the Andrea Gail and trickles back into the ocean, creating foam
The particles follow the rules of the collision model upon reaching the surface of the Andrea Gail object
27. 4/12/2012 27 ILM - The Andrea Gail Set up as a rigid body with a collision model
28. 4/12/2012 28 ILM - Effects Splash created by the boat crashing into a wave
Particle model of boat’s movement in the water
29. 4/12/2012 29 The Perfect Storm Run-off from a wave crashing over the boat
Boat's lighting model
30. 4/12/2012 30 Particle System - Touch Up’s The amount of spray coming may not be as heavy as the director wishes
Emitters
Inserting particle sources is a common way to create environmental effects, such as fog and mist.
Shaders
Determine how an object will appear as a function of light, density and surface color
Just because the simulations follow the complicated laws of fluid dynamics the rendered scenes may not always look right or be what the director intendedJust because the simulations follow the complicated laws of fluid dynamics the rendered scenes may not always look right or be what the director intended
31. 4/12/2012 31 ILM - Adding the Actors Shot in a wave pool with a blue screen
ILM later added the rest of the scene
The final scene included the CG water, sky, helicopter and diver
32. 4/12/2012 32 ILM - The End Shot
33. 4/12/2012 33 I believe it