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High-fidelity simulation of fluid dynamics is challenging because of the high dimensional state data needed to capture fine details and the … (see more)large computational cost associated with advancing the system in time. We present neural implicit reduced fluid simulation (NIRFS), a reduced fluid simulation technique that combines an implicit neural representation of fluid shapes and a neural ordinary differential equation to model the dynamics of fluid in the reduced latent space. The latent trajectories are computed at very little cost in comparison to simulations for training, while preserving fine physical details. We show that this approach can work well, capturing the shapes and dynamics involved in a variety of scenarios with constrained initial conditions, e.g., droplet-droplet collisions, crown splashes, and fluid slosh in a container. In each scenario, we learn the latent implicit representation of fluid shapes with a deep-network signed distance function, as well as the energy function and parameters of a damped Hamiltonian system, which helps guarantee desirable properties of the latent dynamics. To ensure that latent shape representations form smooth and physically meaningful trajectories, we simultaneously learn the latent representation and dynamics. We evaluate novel simulations for conservation of volume and momentum conservation, discuss design decisions, and demonstrate an application of our method to fluid control.
2024-12-02
ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (published)
While signed distance fields (SDFs) in theory offer infinite level of detail, they are typically rendered using the sphere tracing algorithm… (see more) at finite resolutions, which causes the common rasterized image synthesis problem of aliasing. Most existing optimized antialiasing solutions rely on polygon mesh representations; SDF-based geometry can only be directly antialiased with the computationally expensive supersampling or with post-processing filters that may produce undesirable blurriness and ghosting. In this work, we present cone-traced supersampling (CTSS), an efficient and robust spatial antialiasing solution that naturally complements the sphere tracing algorithm, does not require casting additional rays per pixel or offline prefiltering, and can be easily implemented in existing real-time SDF renderers. CTSS performs supersampling along the traced ray near surfaces with partial visibility – object contours – identified by evaluating cone intersections within a pixel's view frustum. We further introduce subpixel edge reconstruction (SER), a technique that extends CTSS to locate and resolve complex pixels with geometric edges in relatively flat regions, which are otherwise undetected by cone intersections. Our combined solution relies on a specialized sampling strategy to minimize the number of shading computations and correlates sample visibility to aggregate the samples. With comparable antialiasing quality at significantly lower computational cost, CTSS is a reliable practical alternative to conventional supersampling.
While Signed Distance Fields (SDFs) in theory offer infinite level of detail, they are typically rendered using the sphere tracing algorithm… (see more) at finite resolutions, which causes the common rasterized image synthesis problem of aliasing. Most existing optimized antialiasing solutions rely on polygon mesh representations; SDF-based geometry can only be directly antialiased with the computationally expensive supersampling or with post-processing filters that often lead to undesirable blurriness and ghosting. In this work, we present cone-traced supersampling (CTSS), an efficient and robust spatial antialiasing solution that naturally complements the sphere tracing algorithm, does not require casting additional rays per pixel or offline pre-filtering, and can be easily implemented in existing real-time SDF renderers. CTSS performs supersampling along the traced ray near surfaces with partial visibility identified by evaluating cone intersections within a pixel's view frustum. We further devise a specialized sampling strategy to minimize the number of shading computations and aggregate the collected samples based on their correlated visibility. Depending on configuration, CTSS incurs roughly 15-30% added computational cost and significantly outperforms conventional supersampling approaches while offering comparative antialiasing and visual image quality for most geometric edges.