Re: [Bf-committers] Fluid particles refactoring

2011-02-21 Thread Janne Karhu
On Mon, 21 Feb 2011 04:53:46 +0200, Alex Fraser adfr...@vpac.org wrote:

 We have been using the SPH solver for engineering simulations. In our  
 experiments, we often vary the fluid interaction radius independently  
 from the collision radius. For example, if the size of a hole in a  
 container mesh changes, I might want to make the collision radius  
 smaller. Then again, it might make sense to make the interaction radius  
 smaller too, so that the particles still flow nicely through the hole.

 I suppose what I really want to do is change the resolution of the  
 simulation without drastically changing the way the fluid behaves (e.g.  
 double the number of particles, but maintain the same volume). If you  
 can acheive this by changing the rest density at the same time as the  
 interaction radius, I'm all for it. Will there be a way to find out what  
 the interaction radius is, for the sake of writing reports? Also, what  
 will the Advanced  Rest Length setting do?

Partly thanks to your comments and some other people I've slightly changed  
my plan now and I do intend to include an interaction radius parameter in  
the advanced section. However I'll also add an additional setting to  
multiply interaction radius with particle size, pretty much like the  
current setting to multiply mass with size. By default this option will  
be on, so that it's easy and intuitive to start, but if you want to do it  
the old way then that will be possible too.

In my current code the interaction radius is 4.0*particle size, which  
seems to give quite natural results (this will include nearest neighbors  
at distance 2*size and just barely the next ones at distance 4*size in the  
sph calculation). The spring rest length is 2.0*particle size, and the  
advanced rest length parameter is just a multiplier for that default  
length.


 One big challenge for us has been finding out how the parameters  
 presented in the UI relate to physical quantities. The information  
 doesn't seem to be available in the paper the Blender SPH code is based  
 on:

 http://www.iro.umontreal.ca/labs/infographie/papers/Clavet-2005-PVFS/

 Perhaps the simulation in Blender is unphysical. We intend to implement  
 a classical SPH algorithm, i.e. one without the double density  
 relaxation, to perform further experiments with. We expect it will be  
 more physically accurate (although perhaps lacking surface tension), and  
 easier to make multi-threaded.

Yes the whole approach taken in the paper is pretty unphysical (or at  
least not at all concerned with the physical quantities of fluids) and I  
think in a sense that's good as it's designed to be nice system to play  
with without having to check physical values from somewhere. Of course it  
would also be nice to be able to do physically correct simulations, and  
hopefully the changes I'll make will make it a bit easier to test other  
sph implementations too.

janne
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread François T .
so mine :)

2011/2/19 Mats Holmberg mats.holmb...@2me.fi


 On 19.2.2011, at 20.20, ra...@info.upr.edu.cu wrote:

  Is on the way ;)

 This comment really made my day =D Thanks.

 -mats
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www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Janne Karhu
On Sat, 19 Feb 2011 00:57:39 +0200, Michael Fox mfoxd...@gmail.com wrote:

 i don't like how size is now being used as ui tend to use size deflect
 with some random size which means if i increase the size, hence the
 radius then the particles will float above the collision object.

I've used size deflect in pretty much all my fluid tests and using  
particle size to influence the interaction radius too only seems natural  
to me. Perhaps I didn't make it clear enough that the idea is not to have  
interaction radius = particle size, but that the size defines a sensible  
radius so that enough neighbors are included in the calculations (for  
example 4 * size). So I don't quite get how this would make the particles  
float above the surface.. but can you please explain your work flow a bit  
more so I can understand the problem?


On Sat, 19 Feb 2011 01:11:28 +0200, Carsten Wartmann c...@blenderbuch.de  
wrote:

 BTW: Is there a documentation in one place for all the new particles?
 Even in your blog it is hard to keep track.

Yes the existing documentation is quite outdated. Once I get these changes  
ready I'll make a proper tutorial or perhaps even a couple on how to use  
the fluids in different cases, so that will hopefully help to get you  
started.

 And yes I do know that this will break old simulations, and that you  
 book
 writers have to do some pages all over again, but my sincere intention  
 is
 a better user experience with the particle fluids, so please forgive me.

 See above ;-) Beside us writers I don't think there is much use of them
 at the moment beside self contained demos and some effects, so I think
 it is acceptable to break some old simulations.

This is very nice to hear :)

And yes like Raul said surfacing is being worked on by him and Stephen, so  
hopefully we'll have some really usable fluid particles before the 2.6 is  
out! :)

janne
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Carsten Wartmann
Am 20.02.2011 16:27, schrieb Janne Karhu:
 On Sat, 19 Feb 2011 00:57:39 +0200, Michael Foxmfoxd...@gmail.com  wrote:
...
 hopefully we'll have some really usable fluid particles before the 2.6 is
 out! :)

Erm, the next release is 2.5x I am not wrong, and Roland is not a 
clairvoyant ;-) So you got 1 or 2 years ;-)

Carsten, hopes you meant 2.5x

-- 
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Fluid particles refactoring

2011-02-20 Thread Alex Fraser
Hi Janne,

Thanks for putting together this proposal.

- Original Message -
 I've been refactoring the fluid particles recently, and before I
 actually start getting ready to commit this I'd like to get some
 feedback on my current progress and ideas.
 
 http://code.blender.org/index.php/2011/02/particle-fluids-refactoring-under-way/

We have been using the SPH solver for engineering simulations. In our 
experiments, we often vary the fluid interaction radius independently from the 
collision radius. For example, if the size of a hole in a container mesh 
changes, I might want to make the collision radius smaller. Then again, it 
might make sense to make the interaction radius smaller too, so that the 
particles still flow nicely through the hole.

I suppose what I really want to do is change the resolution of the simulation 
without drastically changing the way the fluid behaves (e.g. double the number 
of particles, but maintain the same volume). If you can acheive this by 
changing the rest density at the same time as the interaction radius, I'm all 
for it. Will there be a way to find out what the interaction radius is, for the 
sake of writing reports? Also, what will the Advanced  Rest Length setting do?

One big challenge for us has been finding out how the parameters presented in 
the UI relate to physical quantities. The information doesn't seem to be 
available in the paper the Blender SPH code is based on:

http://www.iro.umontreal.ca/labs/infographie/papers/Clavet-2005-PVFS/

Perhaps the simulation in Blender is unphysical. We intend to implement a 
classical SPH algorithm, i.e. one without the double density relaxation, to 
perform further experiments with. We expect it will be more physically accurate 
(although perhaps lacking surface tension), and easier to make multi-threaded.

Cheers,
Alex

-- 
Alex Fraser
Software Engineer
The Victorian Partnership for Advanced Computing
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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread raulf
Hi :)

 Sounds great! I am just at particles chapter for my book an was not sure
 to include fluid particles at all, it is (was?) quite hard to get nice
 simulations, they tend to explode to often with no (for me) obvious
 reason.
 That explode thing is long in the past, Jahka has improved a lo the
stability so now is pretty easy to get nice simulations



 However, I have not so much real use for them until we have a mesh
 tesselation for them. Suggestions welcome.

Is on the way ;)


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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread Mats Holmberg

On 19.2.2011, at 20.20, ra...@info.upr.edu.cu wrote:

 Is on the way ;)

This comment really made my day =D Thanks.

-mats
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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread Carsten Wartmann
Am 19.02.2011 19:20, schrieb ra...@info.upr.edu.cu:
 Hi :)

 Sounds great! I am just at particles chapter for my book an was not sure
 to include fluid particles at all, it is (was?) quite hard to get nice
 simulations, they tend to explode to often with no (for me) obvious
 reason.
   That explode thing is long in the past, Jahka has improved a lo the
 stability so now is pretty easy to get nice simulations

I always use a daily build. So completely it is not past...

 However, I have not so much real use for them until we have a mesh
 tesselation for them. Suggestions welcome.

 Is on the way ;)

Great, but I guess too late for my book. So far it is usefull for such 
kind of stuff: http://www.youtube.com/watch?v=U_azkgb5mXM

;-)

Carsten
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Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Fluid particles refactoring

2011-02-18 Thread Michael Fox
i don't like how size is now being used as ui tend to use size deflect
with some random size which means if i increase the size, hence the
radius then the particles will float above the collision object.


On Sat, 2011-02-19 at 00:23 +0200, Janne Karhu wrote:
 I've been refactoring the fluid particles recently, and before I actually  
 start getting ready to commit this I'd like to get some feedback on my  
 current progress and ideas.
 
 http://code.blender.org/index.php/2011/02/particle-fluids-refactoring-under-way/
 
 And yes I do know that this will break old simulations, and that you book  
 writers have to do some pages all over again, but my sincere intention is  
 a better user experience with the particle fluids, so please forgive me.
 
 I'll gladly read and respond to feedback either here or in the post  
 comments!
 
 janne
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Re: [Bf-committers] Fluid particles refactoring

2011-02-18 Thread Carsten Wartmann
Am 18.02.2011 23:23, schrieb Janne Karhu:
 I've been refactoring the fluid particles recently, and before I actually
 start getting ready to commit this I'd like to get some feedback on my
 current progress and ideas.

Sounds great! I am just at particles chapter for my book an was not sure 
to include fluid particles at all, it is (was?) quite hard to get nice 
simulations, they tend to explode to often with no (for me) obvious reason.

However, I have not so much real use for them until we have a mesh 
tesselation for them. Suggestions welcome.

BTW: Is there a documentation in one place for all the new particles? 
Even in your blog it is hard to keep track.

 And yes I do know that this will break old simulations, and that you book
 writers have to do some pages all over again, but my sincere intention is
 a better user experience with the particle fluids, so please forgive me.

See above ;-) Beside us writers I don't think there is much use of them 
at the moment beside self contained demos and some effects, so I think 
it is acceptable to break some old simulations.

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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