u/DocumentFederal

Is a hybrid particle-fluid simulation + solution-adaptive dynamic grid scientifically meaningful for a computer graphics project?
▲ 6 r/GraphicsProgramming+1 crossposts

Is a hybrid particle-fluid simulation + solution-adaptive dynamic grid scientifically meaningful for a computer graphics project?

Hi everyone,

I’m working on a computer graphics course project and would really appreciate feedback from people with experience in computer graphics, CFD, SPH, adaptive meshing, adaptive mesh refinement, computational grid, irregular (organic) unstructured quadrilateral/hexagonal grid generation, or scientific visualization.

The project started from two separate interests:

  1. A GPU particle-based (Lagrangian grid-free) fluid simulation in Unity, inspired by Sebastian Lague’s fluid simulation work (https://www.youtube.com/watch?v=rSKMYc1CQHE).
  2. A custom organic irregular quadrilateral/hexagonal grid that I had previously built in Unity, inspired by Oskar Stålberg's Townscaper game. I'm a bit concerned about using this grid, since Oskar used it more for creativity/artistic reasons in his game, to get that organic European look for his town assets (https://x.com/OskSta/status/1147881669350891521).

More recently, I came across the paper (is it okay that it's 20+ years old?) “A Solution-Adaptive Grid Generation Scheme for Atmospheric Flow Simulations” (https://www.researchgate.net/publication/2379446_A_Solution-Adaptive_Grid_Generation_Scheme_for_Atmospheric_Flow_Simulations), which gave me the idea to combine these two directions. I am not trying to reproduce the full atmospheric solver from the paper. Instead, I’m trying to reinterpret the solution-adaptive grid-generation idea in a real-time graphics context.

My current implementation is roughly:

  • A GPU particle-fluid simulation, where particles carry position, velocity, density, etc.
  • A custom organic irregular quadrilateral grid.
  • A regular uniform quad grid as a comparison baseline (or maybe something else?).
  • A bridge that samples the fluid state and assigns an importance value to each adaptive grid cell.
  • Cells are dynamically refined/coarsened based on particle count, density, velocity, or combined importance.
  • The grid itself is CPU-side topology, while the fluid simulation and importance sampling are GPU-side in Unity.
  • The organic grid boundary can also be used as the physical fluid collision boundary.

The part I am unsure about is the scientific meaning framing.

Since the fluid simulation is particle-based/Lagrangian, the adaptive grid is not actually solving the fluid equations directly. Instead, the grid adapts to the particle solution field. So the project is more of a hybrid particle-grid / scientific visualization / adaptive representation prototype than a traditional grid-based CFD solver.

My tentative research question is something like:

How effectively can a particle-based fluid simulation drive solution-adaptive refinement of an organic irregular quadrilateral grid in real time, and how does this compare to a regular uniform adaptive grid?

To make this project idea scientifically meaningfull I need to make the evaluation look like a research investigation, not only a demo. So basically, I need to ground this exploratory investigation idea into state-of-the-art evaluation methods for my approach. I struggle with this part as well.

I might be considering evaluating (do correct me if this seems incorrect or too much or too unnecessary):

  • FPS / frame time
  • adaptation time
  • active cell count
  • base cell count
  • max refinement level
  • particle count scalability
  • percentage of particles covered by refined cells
  • percentage of refined cells that are empty/wasted
  • organic grid vs uniform grid performance and adaptive behavior
  • possibly mesh-quality metrics such as aspect ratio, angle quality, or cell area variation

My doubts are:

  1. Is this hybrid approach scientifically meaningful, even though the adaptive grid is not the main fluid solver?
  2. Is comparing an organic irregular adaptive grid against a uniform adaptive grid a valid research-style comparison?
  3. Would it be more correct to frame this as adaptive scientific visualization / adaptive spatial representation rather than CFD accuracy?
  4. What evaluation metrics would make this feel like a serious graphics/scientific computing project rather than just a creative Unity demo?
  5. Are there related methods or papers I should reference, especially around particle-grid coupling, adaptive mesh refinement, scientific visualization, or fluid-driven level of detail?

I would be grateful for any critique, suggestions, or warnings. I especially want to make sure I am not overclaiming what the project does. My goal is to present it honestly as a research-inspired real-time graphics prototype with a meaningful evaluation, not as a fully validated CFD solver. My interests lie more in the computational grid, spatial discretisation, computational geometry, implicit representation, shape representation, uncovering shapes, geometries, patterns, and structures in a space, and the spatial intelligence side of research, rather than physics itself.

Any help would be appreciated! Let me know if you need more info regarding this.

Thanks in advance!

u/DocumentFederal — 3 days ago
▲ 1 r/ROS

Hi everyone,

I’m interested in building a self-project where a simulated humanoid robot in RViz could imitate a human’s movements (especially boxing moves; an idea from the Real Steel (2011) movie) in real time.

The basic idea would be:

- Use a normal webcam (on MacBook Pro M1) to capture my body movements
- Process the video with Mediapipe Pose to extract body landmarks
- Convert those pose landmarks into joint angles or motion commands
- Send the commands through ROS2 Humble via Robostack on MacOS
- Visualize a humanoid robot model in RViz mirroring or imitating my movements

So essentially, I’m imagining a webcam-based teleoperation / imitation system where an RViz-simulated humanoid robot, possibly inspired by something like the Unitree G1, follows my body pose using vision-based tracking.

I know this would involve several difficult parts, such as:

Mapping Mediapipe landmarks to the robot’s joint structure
Handling differences between human anatomy and robot kinematics
Inverse kinematics
Latency
Joint limits
URDF / robot model setup
ROS2 control integration
Making the motion look natural and stable in simulation

My question is: is this a feasible learning project if broken into small steps, or am I underestimating the complexity?

Since this would be simulation-only in RViz at first, I’m not worried about the robot falling or damaging itself, but I still imagine the kinematics and motion-retargeting side could be challenging.

Are there existing ROS2 packages, examples, research projects, or open-source tools that already do something similar with Mediapipe or webcam-based motion imitation?

I’m not expecting perfect full-body imitation at first. Even getting upper-body mirroring, arm gestures, or simple pose-following working in RViz would be interesting.

I’d really appreciate advice from anyone who has worked with ROS2, RViz, URDF humanoid models, Mediapipe, motion retargeting, or teleoperation.

Let me know if you have any questions! Thanks in advance.

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u/DocumentFederal — 25 days ago