Narrow Band FLIP for liquid simulations
May 02, 2016 by CGP Staff
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Researchers from the Technische Universität München and IST Austria have presented a method for simulating liquids that only uses FLIP particles within a narrow band of the liquid’s surface, while efficiently representing the remaining inner volume on a regular grid. The new method drastically reduces the particle count and simulation times while yielding results that are nearly indistinguishable from regular FLIP simulations. According to the authors, the approach is easy to integrate into any existing FLIP implementation. More on Technische Universität München’s website.
You can already do this in Bifrost with Maya
AFAIK what you do in bifrost is a bit different in that the detail particles coming from bifrost are spawned on top of an already baked lower res sim, whereas here detailed parts of the fluid can influence the low res sim again giving a complete multi-resolution fluid sim that behaves just like a fully high res one would.
I wish the video had shown the particle counts and simulation times between both methods. Otherwise whats the point.
The results are in the linked paper, e.g. the dam break scene:
FLIP Avg time/timestep: 34.79 Avg Particle Count 2,889,981
NB-FLIP Avg time/timestep: 6.14 Avg Particle Count: 191,625
Well those are some good results!
I agree with nickolay411… Speed is the thing our industry needs. We’ve been able to do epic water sims for a decade. All we want is speed now.
Dunno I’d also like for realistic sheeting/surface tension and viscosity in small scale scenarios 🙂 but sure I’d also take speed 😀