Computer-Aided Design 41 (2009) 306–314
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Computer-Aided Design
journal homepage: www.elsevier.com/locate/cad
Particle-based viscoplastic fluid/solid simulation
✩
Afonso Paiva, Fabiano Petronetto
∗
, Thomas Lewiner, Geovan Tavares
Matmidia Lab., Department of Mathematics, PUC, Rio de Janeiro, Brazil
article info
Article history:
Received 16 April 2008
Accepted 3 October 2008
Keywords:
Viscoplastic fluid
Solid deformation
Smoothed particle hydrodynamics
Radial basis function
Non-Newtonian fluid
Physically-based animation
abstract
Simulations of viscoplastic materials are traditionally governed by continuum mechanics. The viscous
behavior is typically modeled as an internal force, defined by diverse quantities. This work introduces a
fluid model to simulate the viscoplastic effect of solid materials, such as plastic, wax, clay and polymer.
Our method consists in modeling a solid object through a non-Newtonian fluid with high viscosity. This
fluid simulation uses the Smoothed Particle Hydrodynamics method and the viscosity is formulated
by using the General Newtonian Fluid model. This model concentrates the viscoplasticity in a single
parameter. Our results show clear effects of creep, melting, hardening and flowing.
© 2008 Elsevier Ltd. All rights reserved.
1. Introduction
Physical simulations entered the Computer Graphics commu-
nity to produce visually realistic animations. In particular, fluid
objects are frequently used for sensational effects, such as water,
fire or gas evolutions, large continuous deformations, suspense-
ful object ruptures among many others. However, the delicate
point for animation purposes remains formulating the underlying
physics simple enough to produce a sequence efficiently, and rich
enough for the simulation to remain realistic. Moreover, an ani-
mation artist should be able to control material behavior through
a reduced set of intuitive parameters.
This involves finding an adequate formulation for the physical
laws, which are usually formulated through differential equations,
and a stable numerical approximation scheme for their discretiza-
tion. Furthermore, the main parameters can be freely set while al-
ways generating a visually realistic simulation. This paper proposes
a simplified formulation for viscoplastic objects simulation (see the
example of Fig. 1) by keeping the physical intuition behind a sin-
gle parameter and avoiding the artist having to cope with technical
parts.
Viscoplastic materials.
Viscoplastic objects are non-Newtonian fluids, i.e. their flow
behavior is viscous when weak forces are applied. However,
✩
Expanded version of ‘‘Particle-based non-Newtonian fluid animation for
melting objects’’ presented at SIBGRAPI 2006 (XIX Brazilian Symposium of
Computer Graphics and Image Processing).
∗
Corresponding author. Tel.: +55 21 3527 1751.
E-mail addresses: apneto@mat.puc-rio.br (A. Paiva), fbipetro@mat.puc-rio.br
(F. Petronetto), tomlew@mat.puc-rio.br (T. Lewiner), tavares@mat.puc-rio.br
(G. Tavares).
when under significant force, the material starts to flow like a
liquid (toothpaste effect): it changes phase from a non-Newtonian
viscous but almost solid behavior to a Newtonian liquid. Unlike
viscoelastic objects, viscoplastic materials have no memory: a
rupture does not induce a ‘‘spring effect’’ of any part. This work
is based on the recent advances of Mendes et al. [1] in formulating
a viscosity function for viscoplastic objects that encompasses both
viscous and liquid phases. The conciseness and generality of this
formulation provides an efficient control of the viscosity, since
it mainly depends on one physical parameter, named the jump
number, which replaces multiple parameters, such as stiffness,
compressibility, plasticity, viscosity, cohesion. . . This rheological
model suits better for plastic deformation and it has been recently
introduced in melting simulations [2].
Previous techniques for animating viscoplastic objects rely on
continuous mechanics formulation, although those materials are
essentially fluids. The approach of this work directly follows their
physical models, which allows a realistic behavior for almost any
material parameter. The jump number can be set to an arbitrary
value, generating creep and work hardening effects. It can also
be linked to other variable parameters such as temperature.
This allows straightforward simulations of freezing and melting
behaviors, when parts of the objects alternate continuously
between solid and liquid phases, or lava flow simulations. This
occurs discontinuously, depending on the terrain’s topography.
Computational approximation.
Simulating the fluid behavior of a viscoplastic object in its liquid
phase requires a computational fluid dynamics (CFD) framework.
In the Computer Graphics literature, the most common CFD
model relies on Eulerian formulation where physical quantities are
sampled on a regular grid. This suits well for classical Newtonian
fluids such as water for instance. However, in order to control
0010-4485/$ – see front matter © 2008 Elsevier Ltd. All rights reserved.
doi:10.1016/j.cad.2008.10.004