The Flow From Simulation To Reality: Comment
The Flow From Simulation To Reality: Comment
The Flow From Simulation To Reality: Comment
https://doi.org/10.1038/s41567-022-01788-5
Fluid simulations today are remarkably finer ones only in the regions where intricate details are likely to appear,
for example around an area with turbulent motion (Fig. 1a, light and
realistic. In this Comment I discuss some of the dark blue regions). This eases the computational burden a great deal
most striking results from the past 20 years with calmer regions requiring only a handful of grid points.
Another way to reduce computational cost is to simulate only (or
of computer graphics research that made this mostly) the surface of liquids6. This idea is based on the key observation
happen. that although the majority of the simulation domain is often within
the liquid, most of the fine details that are of interest for an animation
Growing up, I would often marvel at the smoke plumes ascending from appear on the surface. This approximation reduces the problem to
a chimney and the water flows in the wake of a ship and assume that two boundary integrals and eliminates the need to evaluate the full
the underlying rules that describe them must be unfathomably com- Navier–Stokes equations on a large volume. The extent of the simpli-
plex. Later, as a student, I was struck by the deceptive simplicity of the fication depends on the ratio of the volume to the surface of the fluid.
Navier–Stokes equations, which — using only three terms codifying Although it is helpful even in the case of a small droplet splashing into
advection, pressure and diffusion — could describe waterfalls, waves a thin sheet of water (Fig. 1b), the concept truly shines when simulating
around water droplets and turbulent smoke swirls. a large fluid body, such as an ocean.
Understandably, computer scientists have been eager to plug However, simulating oceans poses challenges beyond compu-
these equations into a computer and see the world come to life in their tational cost. For example, diffuse effects such as bubbles and foam
simulations. Unlike the computational fluid dynamics1 literature, which contribute a great deal to a realistic depiction. Unfortunately, adding
aims for rigorous and accurate results, computer graphics research these requires the introduction of surface tension calculations, which
typically focuses on greater efficiency and artistic control, which are can get prohibitively expensive. However, leaning on the observation
achievable with approximate solutions. These graphics solutions that bubbles and foam appear when air gets trapped within the fluid,
started appearing over 20 years ago2,3, but hundreds of papers on one can limit the problem to wave crests, which can be easily identified
this topic were still published in these 20 years — a testament to the by looking for regions where the curvature of the fluid geometry is high
complexity of the problem. and locally convex7. This is, of course, an approximate solution, but its
In the early days of computer graphics, simulations of liquids for advantage is that foam and bubbles can be added to a finished, already
animation and digital media involved evaluating the Navier–Stokes existing simulation (Fig. 2a). And with this simple idea, the realism of
equations on a moving set of measurement points represented by par- a previously unconvincing simulation can be improved in a matter of
ticles, or on a stationary Cartesian grid. However, neither are suitable to minutes, even on a commodity computer.
the increasingly complex demands of the modern-day animation and Today, one need not despair even if surface-tension-based effects
media industries because of the huge computational cost. The particle need to be included. A recent paper8 offers three key realizations that
technique requires too many particles to simulate detailed flows. The show how much graphics research has progressed over the past 20
grid, on the other hand, suffers from the curse of dimensionality: for a years. The first one is that, thanks to recent improvements in the effi-
Credits: a, reproduced from ref. 5, ACM; b, courtesy of Chris Wojtan and Eitan Grinspun.
detailed 3D scene, the grid points would have to be so finely laid out that ciency of surface tension calculations, it is now possible to produce a
even the most powerful supercomputer would be brought to its knees. realistic simulation of fluid phenomena as complex as cherries being
Fortunately, computer graphics researchers have come far in the past dropped in a liquid. One can replicate the cherries being held up by
20 years and a supercomputer is no longer required. Here, I describe buoyancy and capillary forces when dropped into water and getting
two of the community’s ingenious ideas that can produce realistic submerged when dropped into milk (Fig. 2b). The second observation
animations of intricate fluid phenomena at a low computational cost. is that even these advanced surface-tension-based effects are no longer
One commonly used technique is spatial adaptivity4. Modern too costly to simulate. A modern solver can handle the interaction of
implementations5 consider coarse grids for slow-moving waves and liquids, membranes and solids at the same time, and thus obtain each
Credits: a, The FLIP Fluids Addon Development Team; b, reproduced from ref. 8, ACM.
a ferrofluid climbing up a steel helix10 or liquid–hair interactions11. It
is also possible to extract the physical properties of a viscous material Competing interests
from a video recording of its dynamics12. The author declares no competing interests.