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Simulation - ANSYS

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How are the requirements for simulation in motion<br />

picture animation different than for engineering<br />

simulation involving real-world problems?<br />

The differences are enormous and primarily relate to the<br />

end goal. For motion picture effects, the goal is to create<br />

something that satisfies the visual expectations of the<br />

director. If the fluid behaves inaccurately, or even unphysically,<br />

that is not a problem if it fits within the look and story<br />

of the film. Frequently, the story is about an unusual situation,<br />

so unusual fluid behavior fits with that theme.<br />

How do the fluid physics engines driving animation<br />

software differ from those driving commercial<br />

engineering simulation software?<br />

At the core of the simulation code, the differences<br />

between our simulation algorithms and those in commercial<br />

systems are not that great. We work toward solving the<br />

Navier–Stokes equations through a mix of Eulerian gridded<br />

methods, Lagrangian smooth particle hydrodynamics<br />

methods and some others that are proprietary. The two<br />

codes diverge in the way the simulations are accessed or<br />

driven. Animation artists work in specialized software packages<br />

designed for their specific workflow and have the<br />

ability to create imaginative methods of forcing the fluid and<br />

applying boundary conditions. Also, there are a number of<br />

post-simulation tools available either to alter the simulation<br />

results to enhance or suppress behaviors or to use the simulation<br />

to drive geometry, particles and volumes. We rarely<br />

use raw simulation output in final imagery.<br />

How much time does it take in terms of processing,<br />

person-hours, etc., to produce a challenging fluid<br />

simulation-based animation?<br />

As with all visual effects elements, simulations are set<br />

up, run and revised incrementally over an extended period,<br />

because the goals for the simulation evolve during the<br />

course of the work. For a single iteration, the artist sets up<br />

the simulation conditions (initial fluid state, boundaries,<br />

objects, forcing) and sends multiple versions of the simulation<br />

conditions to the simulation farm, producing three to 20<br />

variations on a simulation per day. Early in development,<br />

setup may take a day to accomplish, but as the work<br />

evolves, setup time is reduced to just a few minutes. By running<br />

multiple simulations simultaneously, the artist can vary<br />

factors such as forcing strength, viscosity,<br />

accuracy, etc., over a short period of<br />

time. The goal is to have a daily<br />

cycle of simulation results, at<br />

least for testing and development.<br />

Late in the development,<br />

www.ansys.com<br />

OUTSIDE THE BOX<br />

the simulations may be run with higher resolution or over<br />

more frames if the scene requires it.<br />

What fluid phenomenon is the hardest to simulate for<br />

visualization in motion picture animation and why?<br />

We have been able to realistically simulate liquids,<br />

gases and fires with our tools. The most difficult problem is<br />

to simulate very large regions of fluid at very high resolution.<br />

Limited computing resources ultimately limit our ability to<br />

simulate big and small scales simultaneously, which is one<br />

of the most difficult problems in fluid dynamics as a whole.<br />

We continue to improve our tools and hardware in order to<br />

simulate greater volume and detail, but we also have<br />

evolving tools for the post-processed enhancement of<br />

simulations. These tools, implemented in a proprietary<br />

scripting language, are based on a combination of physical<br />

reasoning and artistic inspiration.<br />

Can you provide an example of a challenging fluid<br />

simulation from a recent movie?<br />

You might not expect it, but there was a hard simulation<br />

problem in Alvin and the Chipmunks. For a concert scene,<br />

the chipmunks performed near and on top of a cauldron<br />

with dry ice vapors, which had to be simulated using our<br />

CFD system. Since the camera was very close in many<br />

shots, we needed to simulate at high resolution, resulting in<br />

about one week of simulation time. Also, the chipmunks<br />

danced in the vapor, inducing compromises to the simulation<br />

stability. In the end, since the effect was a minor<br />

priority, we simulated at a lower resolution and then<br />

enhanced the simulation output to achieve a nice visual<br />

quality for the final result. ■<br />

Jerry Tessendorf of Rhythm & Hues works on an animation sequence with fluid simulation<br />

for Alvin and the Chipmunks.<br />

<strong>ANSYS</strong> Advantage • Volume II, Issue 2, 2008 53

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