CFC: Simulating Character-Fluid Coupling Using a Two-Level World Model
5Texas A&M University 6MIT-IBM Watson AI Lab 7University of Pennsylvania
Abstract
Humans possess the ability to master a wide range of motor skills, enabling them to quickly and flexibly adapt to the surrounding environment. Despite recent progress in replicating such versatile human motor skills, existing research often oversimplifies or inadequately captures the complex interplay between human body movements and highly dynamic environments, such as interactions with fluids. In this paper, we present a world model for Character-Fluid Coupling (CFC) for simulating human-fluid interactions via two-way coupling. We introduce a two-level world model which consists of a Physics-Informed Neural Network (PINN)-based model for fluid dynamics and a character world model capturing body dynamics under various external forces. This two-level world model adeptly predicts the dynamics of fluid and its influence on rigid bodies via force prediction, sidestepping the computational burden of fluid simulation and providing policy gradients for efficient policy training. Once trained, our system can control characters to complete high-level tasks while adaptively responding to environmental changes. We also present that the fluid initiates emergent behaviors of the characters, enhancing motion diversity and interactivity. Extensive experiments underscore the effectiveness of CFC, demonstrating its ability to produce high-quality, realistic human-fluid interaction animations.
Our framework, CFC, generates physically plausible and diverse character-fluid interaction animations. The characters exhibit a wide range of skills, including (a) recovering from a fall in water, (b) maintaining balance during walking, (c) engaging in combat within high-viscosity mud, and (d) navigating through a pool and executing a strike task to hit a target.
Method
An overview of the Character-Fluid Coupling World Model, a two-level framework. The Character World Model predicts the next character state (blue lines) based on the previous character states, external forces, and policy-driven actions. The Fluid World Model takes the states of both the fluid and the character to compute external forces on the character and predict the fluid's next state (orange lines). External forces serve as the interface connecting the two models (green lines). The dashed line represents state updates.
Lagrangian Fluid-inspired Network
An overview of the proposed Lagrangian Fluid-inspired Network. We form a loss function based on the potential energy to optimize the policy using policy gradient by making use of its differentiable nature.
Experimental Setup
Fluid Dataset. For Fluid World Model training, data of fluid and rigid bodies are simulated utilizing SPH. For data diversity, we set up various water bulks containing 5K to 15K particles at different initial positions. Besides, we place one to three static or dynamic obstacles of different geometric primitives in the scene.
Different motion skills from the latent space after the low-level motion prior learning stage.
Experimental Results
1. Character-Fluid Coupling for Character Animation
We visualize character animations in both dry (a) and water-filled environments (b–d) with varying viscosity coefficients. The visualization showcases the final rendered effects (top row), water particle flows alongside the character (middle row), and the character's motion details (bottom row). (b–d) illustrate different viscosity parameters of 0.01, 0.05, and 0.1, while maintaining consistent force scale factors.
Character performing a directional control task in a high-viscosity fluid environment. The character lifts its legs and walks forward under directional guidance. Our framework enables coordinated locomotion despite significant fluid resistance, demonstrating stability and control in viscous media.
Character executing a strike task in a low-viscosity fluid environment. The character navigates to a target location and uses a sword to strike the designated position. We visualize the motion both with and without water to highlight the influence of fluid dynamics on movement strategy and body coordination.
2. Emergent Behaviors & Motion Diversity
We demonstrate (a) how the character recovers to a standing posture after being knocked down by a powerful water flow and (b) how the character uses a shield and crouches to stabilize its center of gravity when resisting the water flow.
Distributions of knee and foot vertical heights (Z axis) under two conditions: without water (blue) and with water (orange). The presence of water results in higher mean and greater variability in foot and knee heights, demonstrating the emergence of adaptive foot-lifting strategies in response to fluid interactions.
Motion Diversity (APD). A higher APD value reflects greater diversity in the generated motions. Our method achieves higher motion diversity than the baseline ASE and AMP, benefiting from fluid-induced responsiveness.
| Task | Duration | #Frame | ASE | AMP | CFC (ours) |
|---|---|---|---|---|---|
| Re-locating Control |
1s | 30 | 36.58 | 38.33 | 41.73 |
| 2s | 60 | 55.04 | 60.22 | 61.06 | |
| 4s | 120 | 71.62 | 83.43 | 99.87 | |
| Directional Control |
1s | 30 | 33.05 | 34.76 | 35.01 |
| 2s | 60 | 46.17 | 50.88 | 52.33 | |
| 4s | 120 | 75.73 | 92.42 | 97.56 |
3. Evaluation of the Water Model
Visualization of particle prediction errors between our PINN-based fluid model and SPH simulations under two viscosity levels ($\nu = 0.1$, top; $\nu = 0.01$, bottom) over time. Brighter colors indicate higher error. In this experiment, we report the RMSE error.
Qualitative comparison of character-fluid interactions between SPH simulations (GT) and our model's predictions under two viscosity settings ($0.1$ and $0.01$). Each row shows a temporal sequence of fluid and character states. Our model effectively captures fluid dynamics.
Character-fluid animations under varying fluid-simulation time-step sizes: (a) $4\times10^{-4}\mathrm{s}$, (b) $4\times10^{-3}\mathrm{s}$, (c) $4\times10^{-2}\mathrm{s}$, and (d) $8\times10^{-2}\mathrm{s}$.
Character animations with increasingly dense fluid discretizations. Our method produces stable and visually realistic results at high particle counts (up to $563,200$ particles) and gains a 15x speedup compared to the baseline SPH method.
Quantitative Evaluation of Water Model. Particle-wise RMSE and relative error for predicted positions (m) and velocities (m/s) compared to an SPH simulation under varying viscosity settings and time step sizes.
| t (s) | Δt (s) | Low (ν = 0.01) | Middle (ν = 0.05) | High (ν = 0.1) | |||
|---|---|---|---|---|---|---|---|
| Pos | Vel | Pos | Vel | Pos | Vel | ||
| 4×10-2 | 4×10-2 | 0.0102 | 0.1854 | 0.0071 | 0.0920 | 0.0059 | 0.0457 |
| 4×10-3 | 0.0086 | 0.1617 | 0.0067 | 0.0896 | 0.0058 | 0.0446 | |
| 4×10-4 | 0.0081 | 0.1574 | 0.0065 | 0.0882 | 0.0051 | 0.0419 | |
| 1.2×10-1 | 4×10-2 | 0.3185 | 0.4640 | 0.1890 | 0.3010 | 0.1119 | 0.1480 |
| 4×10-3 | 0.2239 | 0.3741 | 0.1740 | 0.2744 | 0.1593 | 0.1491 | |
| 4×10-4 | 0.2310 | 0.3762 | 0.1599 | 0.2485 | 0.1034 | 0.1090 | |
| 2×10-1 | 4×10-2 | 0.4880 | 0.7650 | 0.3560 | 0.5740 | 0.2870 | 0.2990 |
| 4×10-3 | 0.3420 | 0.5880 | 0.3367 | 0.5196 | 0.3170 | 0.3280 | |
| 4×10-4 | 0.3178 | 0.5611 | 0.2990 | 0.4993 | 0.2546 | 0.2142 | |
Runtime Performance. Comparison aligned to a macro-step of Δt=4×10-2s. Our method runs roughly 15-30x faster than SPH.
| ID | # Particles | w/ Char. | FPS (SPH) | FPS (DiffFR) | FPS (Ours) |
|---|---|---|---|---|---|
| 1 | 131,712 | Y | 1.46 | 0.13 | 13.33 |
| 3 | 41,574 | Y | 2.36 | 0.22 | 24.69 |
| 5 | 90,644 | Y | 1.85 | 0.13 | 17.54 |
| 7 | 165,888 | Y | 1.48 | 0.07 | 10.99 |
| 10 | 563,200 | Y | 0.42 | 0.041 | 6.95 |
4. Policy Learning Efficiency & User Study
Training time of the high-level policy for navigating the character in the task of directional control. Our proposed CFC method achieves a task return comparable to the traditional simulation-based approach (SPH) while significantly reducing the training time (approx 4.3 hours vs 34.5 hours).
User study results of fluid-character interactions. Most ratings were positive, with 88.1% ≥ 3 (Good + Very Good) and 57.1% rated as 4 (Very Good). The mean score was 3.53 (std: 0.76), indicating strong perceived realism.
5. Multi-Agent and Quadruped Environments
Two-Player Animation Results. We present two players engaged in combat within a swamp environment, highlighting highly dynamic interactions between the entities and their surroundings.
Quadruped Animation. Visualization of quadruped-fluid interaction. The Ant agent moves through the fluid with stable gaits, generating smooth and coherent water disturbances over time.
Citation
@article{dou2025cfc,
title={CFC: Simulating Character-Fluid Coupling Using a Two-Level World Model},
author={Dou, Zhiyang and Peng, Chen and Lu, Xinyu and Ye, Xiaohan and Fang, Lixing and Liu, Yuan and Wang, Wenping and Gan, Chuang and Liu, Lingjie and Komura, Taku},
journal={SIGGRAPH ASIA 2025; ACM Transactions on Graphics (TOG)},
volume={44},
number={6},
pages={199},
year={2025}
}
This page is Zotero translator friendly. Page last updated Feb. 2025.






