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Dive into the research topics where Jeong-Mo Hong is active.

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Featured researches published by Jeong-Mo Hong.


international conference on computer graphics and interactive techniques | 2005

Discontinuous fluids

Jeong-Mo Hong; Chang Hun Kim

At interfaces between different fluids, properties such as density, viscosity, and molecular cohesion are discontinuous. To animate small-scale details of incompressible viscous multi-phase fluids realistically, we focus on the discontinuities in the state variables that express these properties. Surface tension of both free and bubble surfaces is modeled using the jump condition in the pressure field; and discontinuities in the velocity gradient field. driven by viscosity differences, are also considered. To obtain derivatives of the pressure and velocity fields with sub-grid accuracy, they are extrapolated across interfaces using continuous variables based on physical properties. The numerical methods that we present are easy to implement and do not impact the performance of existing solvers. Small-scale fluid motions, such as capillary instability, breakup of liquid sheets, and bubbly water can all be successfully animated.


international conference on computer graphics and interactive techniques | 2008

Bubbles alive

Jeong-Mo Hong; Ho-Young Lee; Jong-Chul Yoon; Chang Hun Kim

We propose a hybrid method for simulating multiphase fluids such as bubbly water. The appearance of subgrid visual details is improved by incorporating a new bubble model based on smoothed particle hydrodynamics (SPH) into an Eulerian grid-based simulation that handles background flows of large bodies of water and air. To overcome the difficulty in simulating small bubbles in the context of the multiphase flows on a coarse grid, we heuristically model the interphase properties of water and air by means of the interactions between bubble particles. As a result, we can animate lively motion of bubbly water with small scale details efficiently.


Computer Graphics Forum | 2003

Animation of Bubbles in Liquid

Jeong-Mo Hong; Chang Hun Kim

We present a new fluid animation technique in which liquid and gas interact with each other, using the exampleof bubbles rising in water. In contrast to previous studies which only focused on one fluid, our system considersboth the liquid and the gas simultaneously. In addition to the flowing motion, the interactions between liquid andgas cause buoyancy, surface tension, deformation and movement of the bubbles. For the natural manipulationof topological changes and the removal of the numerical diffusion, we combine the volume‐of‐fluid method andthe front‐tracking method developed in the field of computational fluid dynamics. Our minimum‐stress surfacetension method enables this complementary combination. The interfaces are constructed using the marching cubesalgorithm. Optical effects are rendered using vertex shader techniques.


IEEE Transactions on Visualization and Computer Graphics | 2007

Fracturing Rigid Materials

Zhaosheng Bao; Jeong-Mo Hong; Joseph Teran; Ronald Fedkiw

We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the limit of infinite stiffness. In addition to a triangulated surface mesh and level set volume for collisions, each rigid body is outfitted with a tetrahedral mesh upon which finite element analysis can be carried out to provide a stress map for fracture criteria. We demonstrate that the commonly used stress criteria can lead to arbitrary fracture (especially for stiff materials) and instead propose the notion of a time averaged stress directly into the FEM analysis. When objects fracture, the virtual node algorithm provides new triangle and tetrahedral meshes in a straightforward and robust fashion. Although each new rigid body can be rasterized to obtain a new level set, small shards can be difficult to accurately resolve. Therefore, we propose a novel collision handling technique for treating both rigid bodies and rigid body thin shells represented by only a triangle mesh


Computer Animation and Virtual Worlds | 2004

Controlling fluid animation with geometric potential

Jeong-Mo Hong; Chang Hun Kim

We propose a new fluid control technique that uses a geometrically induced potential field. Instead of optimizing the control forces exerted at each frame, as was done in previous work, a potential is added as an extra dimension to the simulation space which coerces the fluid inside this space to form the target shape. This type of shape control requires practically no additional computing by the Navier‐Stokes solver at run‐time, and adds little overhead to implementation. The confinement potentials are induced from geometric information given by animators, and so the control forces that take fluids to a lower potential can be decided in a preprocessing step. We show that a slightly generalized Navier‐Stokes equation for fluids in potential fields can be simulated without changing the solver itself. A harmonic potential function can be quickly found with the Poisson solver which is already implemented as a part of the Navier‐Stokes solver. 2 and 3 dimensional flows designed by common methods such as hand drawing, traditional shape modeling and key‐framing, can be animated efficiently with our control technique. Copyright


international conference on computer graphics and interactive techniques | 2007

Wrinkled flames and cellular patterns

Jeong-Mo Hong; Tamar Shinar; Ronald Fedkiw

We model flames and fire using the Navier-Stokes equations combined with the level set method and jump conditions to model the reaction front. Previous works modeled the flame using a combination of propagation in the normal direction and a curvature term which leads to a level set equation that is parabolic in nature and thus overly dissipative and smooth. Asymptotic theory shows that one can obtain more interesting velocities and fully hyperbolic (as opposed to parabolic) equations for the level set evolution. In particular, researchers in the field of detonation shock dynamics (DSD) have derived a set of equations which exhibit characteristic cellular patterns. We show how to make use of the DSD framework in the context of computer graphics simulations of flames and fire to obtain interesting features such as flame wrinkling and cellular patterns.


ACM Transactions on Graphics | 2010

Sounding liquids: Automatic sound synthesis from fluid simulation

William Moss; Hengchin Yeh; Jeong-Mo Hong; Ming C. Lin; Dinesh Manocha

We present a novel approach for synthesizing liquid sounds directly from visual simulation of fluid dynamics. Our approach takes advantage of the fact that the sound generated by liquid is mainly due to the vibration of resonating bubbles in the medium and performs automatic sound synthesis by coupling physically-based equations for bubble resonance with multiple fluid simulators. We effectively demonstrate our system on several benchmarks using a real-time shallow-water fluid simulator as well as a hybrid grid-SPH simulator.


Computer Graphics Forum | 2009

Procedural Synthesis using Vortex Particle Method for Fluid Simulation

Jong Chul Yoon; Hyeong Ryeol Kam; Jeong-Mo Hong; Shin Jin Kang; Chang Hun Kim

We propose a fast and effective technique to improve sub‐grid visual details of the grid based fluid simulation. Our method procedurally synthesizes the flow fields coming from the incompressible Navier‐Stokes solver and the vorticity fields generated by vortex particle method for sub‐grid turbulence. We are able to efficiently animate smoke which is highly turbulent and swirling with small scale details. Since this technique does not solve the linear system in high‐resolution grids, it can perform fluid simulation more rapidly. We can easily estimate the influence of turbulent and swirling effect to the fluid flow.


Journal of Scientific Computing | 2007

On Boundary Condition Capturing for Multiphase Interfaces

Jeong-Mo Hong; Tamar Shinar; Myungjoo Kang; Ronald Fedkiw

This review paper begins with an overview of the boundary condition capturing approach to solving problems with interfaces. Although the authors’ original motivation was to extend the ghost fluid method from compressible to incompressible flow, the elliptic nature of incompressible flow quickly quenched the idea that ghost cells could be defined and used in the usual manner. Instead the boundary conditions had to be implicitly captured by the matrix formulation itself, leading to the novel approach. We first review the work on the variable coefficient Poisson equation, noting that the simplicity of the method allowed for an elegant convergence proof. Simplicity and robustness also allowed for a quick extension to three-dimensional two-phase incompressible flows including the effects of viscosity and surface tension, which is discussed subsequently. The method has enjoyed popularity in both computational physics and computer graphics, and we show some comparisons with the traditional delta function approach for the visual simulation of bubbles. Finally, we discuss extensions to problems where the velocity is discontinuous as well, as is the case for premixed flames, and show an example of multiple interacting liquids that includes all of the aforementioned phenomena.


The Visual Computer | 2009

Interchangeable SPH and level set method in multiphase fluids

Ho-Young Lee; Jeong-Mo Hong; Chang Hun Kim

Subgrid-scale fluid is difficult to represent realistically in a grid-based fluid simulation. We show how to describe such small-scale details effectively, even on a coarse grid, by using escaped particles. The simulation of these particles with SPH (smooth particle hydrodynamics) allows the illustration of dynamic and realistic animation of fluids. Particles modeled by SPH have a force which leads them to merge if they are within a certain range. This reduces the accuracy of a simulation. Consequently, aggregated particles which form volumes large enough to be described by the level set method will be simulated inefficiently by particles. We address this problem with a new method in which details too small for the grid are represented by particles, while the level set method with a grid is used to describe merged particles on the grid.

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