04 June 2009

Computer Graphics Liquid Simulation

Those are some of the sounds that have been missing from computer graphic simulations of water and other fluids, according to researchers in Cornell's Department of Computer Science, who have come up with new algorithms to simulate such sounds to go with the images. In computer-animated movies, sound can be added after the fact from recordings or by Foley artists. But as virtual worlds grow increasingly interactive and immersive, the researchers point out, sounds will need to be generated automatically to fit events that can't be predicted in advance. Recordings can be cued in, but can be repetitive and not always well matched to what's happening. However, there is no way to efficiently compute the sounds of water splashing, paper crumpling, hands clapping, wind in trees or a wine glass dropped onto the floor. Along with fluid sounds, the research also will simulate sounds made by objects in contact, like a bin of Legos; the noisy vibrations of thin shells, like trash cans or cymbals; and the sounds of brittle fracture, like breaking glass and the clattering of the resulting debris.

All the simulations will be based on the physics of the objects being simulated in computer graphics, calculating how those objects would vibrate if they actually existed, and how those vibrations would produce acoustic waves in the air. Physics-based simulations also can be used in design, just as visual simulation is now. The simulation method developed by the Cornell researchers starts with the geometry of the scene, figures out where the bubbles would be and how they're moving, computes the expected vibrations and finally the sounds they would produce. The simulation is done on a highly parallel computer, with each processor computing the effects of multiple bubbles. The researchers have fine-tuned the results by comparing their simulations with real water sounds. The current methods still require hours of offline computing time, and work best on compact sound sources, the researchers noted, but they said further development should make possible the real-time performance needed for interactive virtual environments and deal with larger sound sources such as swimming pools or perhaps even Niagara Falls.

More information:

http://www.cs.cornell.edu/projects/HarmonicFluids

http://www.news.cornell.edu/stories/June09/SynthSounds.ws.html