Topic > Surface Tension in Fluids - 986

1 Introduction Surface tension is one of many forces that shape the behavior of water and other fluids when they interact with each other leading to an interface between them. In computer simulations, especially in the field of computer graphics, this force is usually omitted because it is believed that there is no significant effect when it is applied. This is especially true when the object of the simulation is a large-scale volume of fluid, in the opposite case, small-scale fluid simulations exhibit and need surface tension to obtain realistic results. After presenting the physical background and context needed for our simulation, we will present our method for improving the quality of the simulation through the inclusion of surface tension. In this work we apply the surface tension force to a fluid solver. We describe how to modify the fluid solver to include this new force and analyze the numerical and visual results obtained from the experiment. We apply the new force on a coarse grid to improve the lack of quality due to the lack of detail in the data structure. Finally, we present our results and conclusions.2 Related worksurface tension simulations have been studied by several related fields (e.g., physics, chemistry, scientific computing, computer graphics, etc.), each with its own emphasis and goals. Physics requires 100% accurate results and a deeper understanding of phenomena. Scientific computing is usually more concerned with underlying algorithms and numerical precision. On the other hand, computer graphics, as most of the time, is concerned with obtaining the closest possible result in the shortest possible time. In this regard most of the time it is necessary to sacrifice some information. In fluid simulations it is often... at the center of the paper... surfaces cit.2003.[3] Pierre Rousseau, Vincent Jolivet, and Djamchid Ghazanfarpour.Realistic rain rendering in real time.Computers & Graphics,30(4):507–518, 2006.[4] James Albert Sethian. Level setting methods and fast marching methods: Evolving interfaces in computational geometry, fluid mechanics, computer vision, and materials science. 1999.[4] James Albert Sethian. Level setting methods and fast marching methods: Evolving interfaces in computational geometry, fluid mechanics, computer vision, and materials science. 1999.[5] Huamin Wang, Peter J Mucha and Greg Turk. Drops of water on surfaces. ACM Transactions on Graphics (TOG), 24(3):921–929,2005.[6] Yizhong Zhang, Huamin Wang, Shuai Wang, Yiying Tong and Kun Zhou. A deformable surface model for animating water drops in real time. Computer visualization and graphics,IEEE transactions on, 18(8):1281–1289,2012.