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1.
We present a method that improves the spatio‐temporal resolution of original data with fluid scalar data. The basis of the method, velocity estimation, is constructed to be inverse and optimized problem. We reduce the calculation cost through convex optimization and make the velocity field more accurate by coupling with Navier–Stokes equations. The spatial resolution receives significant enhancement by applying advection on original data with higher‐resolution velocity field data generated by our method. The temporal resolution is improved by generating intermediate velocity fields through the solution of Navier–Stokes equations. In this paper, we demonstrate that the accuracy of our velocity estimation method is clearly better than that of optical flow methods and the enhanced data show an attractive performance in fluid visualization. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

2.
在科学与工程计算中,在数千上万核上,模拟包含上亿网格单元的模型通常输出TB量级的时变数据集。这些数据集包含多个时刻的数据,每个时刻的数据分布存储在数千个文件,单时刻的数据量达到几GB甚至几十GB。为了并行地可视化这种时变数据集,本文设计了基于网格片的层次化数据结构,基于该数据结构改进和优化了并行可视化流程和数据通信算法。在集成到可视化软件后,实现了两个应用的模拟结果可视化。实测数据表明,对于单时刻5GB和32GB的数据,在数十上百个处理器核上,从数据读入到获得体绘制结果的时间分别为19秒和80秒,交互操作为2秒到10秒;三维面绘制在数秒钟内,切片分析在2秒以内。  相似文献   

3.
We introduce efficient, large scale fluid simulation on GPU hardware using the fluid‐implicit particle (FLIP) method over a sparse hierarchy of grids represented in NVIDIA® GVDB Voxels. Our approach handles tens of millions of particles within a virtually unbounded simulation domain. We describe novel techniques for parallel sparse grid hierarchy construction and fast incremental updates on the GPU for moving particles. In addition, our FLIP technique introduces sparse, work efficient parallel data gathering from particle to voxel, and a matrix‐free GPU‐based conjugate gradient solver optimized for sparse grids. Our results show that our method can achieve up to an order of magnitude faster simulations on the GPU as compared to FLIP simulations running on the CPU.  相似文献   

4.
Recent advances in physically‐based simulations have made it possible to generate realistic animations. However, in the case of solid‐fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper presents a simple particle‐based method to model the physical mechanism of wetness propagating through granular materials; Fluid particles are absorbed in the spaces between the granular particles and these wetted granular particles then stick together due to liquid bridges that are caused by surface tension and which will subsequently disappear when over‐wetting occurs. Our method can handle these phenomena by introducing a wetness value for each granular particle and by integrating those aspects of behavior that are dependent on wetness into the simulation framework. Using this method, a GPU‐based simulator can achieve highly dynamic animations that include wetting effects in real time.  相似文献   

5.
Using the computational fluid dynamics (CFD) code FLUENT 6 together with the fine particle model (FPM), numerical simulations of droplet dynamics in a 12.4 m3 cloud tank were conducted. The coupled fields of water vapor, temperature, flow velocity, particle number concentration, and particle mass concentration inside the cloud tank were computed.The system responses to changes of the wall's temperature and mass fraction of water vapor, respectively, were investigated. Typical times for mixing the cloud tank's contents are in the range of some tens of seconds. The maximum volume-averaged deviations from the mean of temperature and mass fraction of water vapor are around 5% of the respective parameter changes applied to the wall.Time-dependent simulations were performed in order to study the growth of ammonium-sulfate particles in humid air at around room temperature. Supersaturation up to (Sw–1)=8.2×10−3 was achieved by the expansion of the gas. The particles were activated and grew rapidly to a maximum diameter of 5.2×10−6 m after critical supersaturation was reached. After Sw fell again below the equilibrium value, the particles shrank quickly and deactivated roughly 60 s after activation.The spatial inhomogeneities of temperature and water-vapor concentration cause volume-averaged deviations of the particle number N and diameter dg of up to 2.3% and 36%, respectively.  相似文献   

6.
Cosmological simulations of structures and galaxies formations have played a fundamental role in the study of the origin, formation and evolution of the Universe. These studies improved enormously with the use of supercomputers and parallel systems and, recently, grid based systems and Linux clusters. Now we present the new version of the tree N-body parallel code FLY that runs on a PC Linux Cluster using the one side communication paradigm MPI-2 and we show the performances obtained. FLY is included in the Computer Physics Communication Program Library. This new version was developed using the Linux Cluster of CINECA, an IBM Cluster with 1024 Intel Xeon Pentium IV 3.0 GHz. The results show that it is possible to run a 64 million particle simulation in less than 15 minutes for each time-step, and the code scalability with the number of processors is achieved. This leads us to propose FLY as a code to run very large N-body simulations with more than 109 particles with the higher resolution of a pure tree code. The FLY new version is available at the CPC Program Library, http://cpc.cs.qub.ac.uk/summaries/ADSC_v2_0.html [U. Becciani, M. Comparato, V. Antonuccio-Delogu, Comput Phys. Comm. 174 (2006) 605].  相似文献   

7.
This survey gives an overview of the current state of the art in GPU techniques for interactive large‐scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga‐, tera‐ and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out‐of‐core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e. ‘output‐sensitive’ algorithms and system designs. This leads to recent output‐sensitive approaches that are ‘ray‐guided’, ‘visualization‐driven’ or ‘display‐aware’. In this survey, we focus on these characteristics and propose a new categorization of GPU‐based large‐scale volume visualization techniques based on the notions of actual output‐resolution visibility and the current working set of volume bricks—the current subset of data that is minimally required to produce an output image of the desired display resolution. Furthermore, we discuss the differences and similarities of different rendering and data traversal strategies in volume rendering by putting them into a common context—the notion of address translation. For our purposes here, we view parallel (distributed) visualization using clusters as an orthogonal set of techniques that we do not discuss in detail but that can be used in conjunction with what we present in this survey.  相似文献   

8.
In the previous works, the real‐time fluid‐character animation could hardly be achieved because of the intensive processing demand on the character's movement and fluid simulation. This paper presents an effective approach to the real‐time generation of the fluid flow driven by the motion of a character in full 3D space, based on smoothed‐particle hydrodynamics method. The novel method of conducting and constraining the fluid particles by the geometric properties of the character motion trajectory is introduced. Furthermore, the optimized algorithms of particle searching and rendering are proposed, by taking advantage of the graphics processing unit parallelization. Consequently, both simulation and rendering of the 3D liquid effects with realistic character interactions can be implemented by our framework and performed in real‐time on a conventional PC. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

9.
Incense, candle smoke and cigarette smoke often exhibit smoke flows with a surface‐like appearance. Although delving into well‐known computational fluid dynamics may provide a solution to create such an appearance, we propose a much efficient alternative that combines a low‐resolution fluid simulation with explicit geometry provided by NURBS surfaces. Among a wide spectrum of fluid simulation, our algorithm specifically tailors to reproduce the semi‐transparent surface look and motion of the smoke. The main idea is that we follow the traces called streaklines created by the advected particles from a simulation and reconstruct NURBS surfaces passing through them. Then, we render the surfaces by applying an opacity map to each surface, where the opacity map is created by utilizing the smoke density and the characteristics of the surface contour. Augmenting the results from low‐resolution simulations such a way requires a low computational cost and memory usage by design.  相似文献   

10.
This work describes the Site‐Specific System Simulator for Wireless System Design (S4W), a problem‐solving environment (PSE) that integrates visualization and computational tools with a high‐level graphical user interface. S4W improves the ability of wireless system engineers to design an indoor wireless system by encouraging them to think in terms of designing the system for optimal performance. Issues of computation management, data management, and location of resources are hidden from the user. The complex nature of data sets in the domain of wireless simulations calls for a customized set of visualization tools. Therefore, a number of ad hoc visualizations were developed for S4W. A study comparing the integrated system with an earlier, unintegrated version is presented. This helps to demonstrate the productivity gains that a PSE provides. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

11.
Local Exact Particle Tracing on Unstructured Grids   总被引:1,自引:0,他引:1  
For analyzing and interpreting results of flow simulations, particle tracing is a well established visualization method. In addition, it is a preliminary step for more advanced techniques such as line integral convolution. For interactive exploration of large data sets, a very efficient and reliable particle tracing method is needed. For wind channel experiments or flight simulations, large unstructured computational grids have become common practice. Traditional approachs, based on numerical integration methods of ordinary differential equations however fail to deliver sufficiently accurate path calculation at the speed required for interactive use. In this paper we extend the local exact approach of Nielson and Jung in such a way that it can be used for interactive particle tracing in large data sets of steady flow simulation experiments. This will be achieved by sophisticated preprocessing using additional memory. For further visual enhancement of the streamline we construct an implicitly defined smooth Bézier curve that is used for ray tracing. This allows us to visualize additional scalar values of the simulation as attributes to the trajectory and enables the display of high‐quality smooth curves without creating any visualization geometry and providing a good impression of the spatial situation at the same time. ACM CSS: I.3.3 Computer Graphics—Line and curve generation; I .3.7 Computer Graphics—Raytracing; G.1.2 Numerical Analysis—Spline and piecewise polynomial approximation  相似文献   

12.
The vessel wall and the blood flow interact and influence each other, and real‐time coupling between them is of great importance to the virtual surgery as well as the research and diagnosis of vascular disease. On the basis of smoothed particle hydrodynamics (SPH), we present a new approach to solve non‐Newtonian viscous force of blood and a parallel mixed particles‐based coupling method for blood flow and vessel wall. Meanwhile, we also design a proxy particle‐based vessel wall force visualization method. Our method is as follows. Firstly, we solve the non‐Newtonian viscous forces of blood through the SPH method to discretize the Casson equation. Secondly, in each time step, we combine blood particles and sampling proxy particles on the blood vessel wall to form mixed particles and calculate the interaction forces through the SPH method between every pair of the neighboring mixed particles inside the graphics processing unit. Thirdly, the forces of the proxy particles will be mapped to the color display of the proxy particle. Experimental results demonstrate that our method is able to implement real‐time sizeable coupling of blood flow and vessel wall while mainly ensuring physical authenticity and it can also provide real‐time and obvious information about vessel wall force distribution. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

13.
We describe a simulation‐time random sampling of a large‐scale particle simulation, the RoadRunner Universe MC3 cosmological simulation, for interactive post‐analysis and visualization. Simulation data generation rates will continue to be far greater than storage bandwidth rates by many orders of magnitude. This implies that only a very small fraction of data generated by a simulation can ever be stored and subsequently post‐analyzed. The limiting factors in this situation are similar to the problem in many population surveys: there aren't enough human resources to query a large population. To cope with the lack of resources, statistical sampling techniques are used to create a representative data set of a large population. Following this analogy, we propose to store a simulation‐time random sampling of the particle data for post‐analysis, with level‐of‐detail organization, to cope with the bottlenecks. A sample is stored directly from the simulation in a level‐of‐detail format for post‐visualization and analysis, which amortizes the cost of post‐processing and reduces workflow time. Additionally by sampling during the simulation, we are able to analyze the entire particle population to record full population statistics and quantify sample error.  相似文献   

14.
Motivated by the applications of ultrasonic particle manipulation in a biotechnological context, a study on acoustophoresis of hollow and core-shell particles is presented with analytical derivations, numerical simulations and confirming experiments. For a long-wavelength calculation of the acoustic radiation forces, the Gor’kov potential of hollow, air-filled particles and particles with solid or fluid core and shell is derived. The validity as well as the applicable range of the long-wavelength calculation is evaluated with numerical simulations in Comsol Multiphysics®. The results are experimentally verified in the acoustic field of an intrinsically two-dimensional fluid resonance mode, which allows for a more complex analysis than the common one-dimensional ultrasonic standing waves or their superposition to two-dimensional fields. Experiments were conducted with hollow glass particles (13.9 μm diameter) in a microfluidic chamber of 1.2 mm × 1.2 mm × 0.2 mm on a silicon-based device with piezoelectric excitation around 870 kHz. The described resonance mode is of additional interest for particle trapping and medium exchange on certain particle types, and it reveals a novel approach for particle characterization or separation.  相似文献   

15.
Bidirectional Texture Functions (BTFs) are among the highest quality material representations available today and thus well suited whenever an exact reproduction of the appearance of a material or complete object is required. In recent years, BTFs have started to find application in various industrial settings and there is also a growing interest in the cultural heritage domain. BTFs are usually measured from real‐world samples and easily consist of tens or hundreds of gigabytes. By using data‐driven compression schemes, such as matrix or tensor factorization, a more compact but still faithful representation can be derived. This way, BTFs can be employed for real‐time rendering of photo‐realistic materials on the GPU. However, scenes containing multiple BTFs or even single objects with high‐resolution BTFs easily exceed available GPU memory on today's consumer graphics cards unless quality is drastically reduced by the compression. In this paper, we propose the Bidirectional Sparse Virtual Texture Function, a hierarchical level‐of‐detail approach for the real‐time rendering of large BTFs that requires only a small amount of GPU memory. More importantly, for larger numbers or higher resolutions, the GPU and CPU memory demand grows only marginally and the GPU workload remains constant. For this, we extend the concept of sparse virtual textures by choosing an appropriate prioritization, finding a trade off between factorization components and spatial resolution. Besides GPU memory, the high demand on bandwidth poses a serious limitation for the deployment of conventional BTFs. We show that our proposed representation can be combined with an additional transmission compression and then be employed for streaming the BTF data to the GPU from from local storage media or over the Internet. In combination with the introduced prioritization this allows for the fast visualization of relevant content in the users field of view and a consecutive progressive refinement.  相似文献   

16.
《Computers & Structures》2007,85(11-14):712-726
The paper presents a two-dimensional immersed interface technique for the Vortex-In-Cell (VIC) method for simulation of flows past bodies of complex geometry. The particle–mesh VIC algorithm is augmented by a local particle–particle correction term in a Particle–Particle Particle–Mesh (P3M) context to resolve sub-grid scales incurred by the presence of the immersed interface. The particle–particle correction furthermore allows to disjoin mesh and particle resolution by explicitly resolving sub-grid scales on the particles. This P3M algorithm uses an influence matrix technique to annihilate the anisotropic sub-grid scales and adds an exact particle–particle correction term. Free-space boundary conditions are satisfied through the use of modified Green’s functions in the solution of the Poisson equation for the streamfunction. The concept is extended such as to provide exact velocity predictions on the mesh with free-space boundary conditions.The random walk technique is employed for the diffusion in order to relax the need for a remeshing of the computational elements close to solid boundaries. A novel partial remeshing technique is introduced which only performs remeshing of the vortex elements which are located sufficiently distant from the immersed interfaces, thus maintaining a sufficient spatial representation of the vorticity field.Convergence of the present P3M algorithm is demonstrated for a circular patch of vorticity. The immersed interface technique is applied to the flow past a circular cylinder at a Reynolds number of 3000 and the convergence of the method is demonstrated by a systematic refinement of the spatial parameters. Finally, the flow past a cactus-like geometry is considered to demonstrate the efficient handling of complex bluff body geometries. The simulations offer an insight into physically interesting flow behavior involving a temporarily negative total drag force on the section.  相似文献   

17.
固壁虚粒子边界处理方法是流体模拟中一种主要边界处理方法,但其不能确保流 体粒子不穿透固体边界,并且计算量较大。为防止流体粒子穿透边界,在边界附近设置一个阻 尼区,阻尼区内的流体粒子被边界施加一个弹性力和一个和流体粒子运动速度方向相反的阻尼 力,使得边界附近流体粒子更加稳定。为减少计算量,提出两种边界粒子自适应采样法:一种 是依据边界周围粒子数目的不同,边界粒子自适应地采样质量不同的大小粒子;另一种是依据 边界周围粒子数目的不同,边界粒子自适应的采样不同层数的相同质量粒子。与传统的固体边 界粒子采样方法相比,该方法减少了边界粒子数目,加快了模拟速度,节省了计算机内存,基 于GPU 加速技术实现的三维流体模拟,能够进行实时交互。  相似文献   

18.
We propose a new explicit surface tracking approach for particle‐based fluid simulations. Our goal is to advect and update a highly detailed surface, while only computing a coarse simulation. Current explicit surface methods lose surface details when projecting on the isosurface of an implicit function built from particles. Our approach uses a detail‐preserving projection, based on a signed distance field, to prevent the divergence of the explicit surface without losing its initial details. Furthermore, we introduce a novel topology matching stage that corrects the topology of the explicit surface based on the topology of an implicit function. To that end, we introduce an optimization approach to update our explicit mesh signed distance field before remeshing. Our approach is successfully used to preserve the surface details of melting and highly viscous objects, and shown to be stable by handling complex cases involving multiple topological changes. Compared to the computation of a high‐resolution simulation, using our approach with a coarse fluid simulation significantly reduces the computation time and improves the quality of the resulting surface.  相似文献   

19.
We present a reconstruction framework, which fits physically‐based constraints to model large‐scale cloud scenes from satellite images. Applications include weather phenomena visualization, flight simulation, and weather spotter training. In our method, the cloud shape is assumed to be composed of a cloud top surface and a nearly flat cloud base surface. Based on this, an effective method of multi‐spectral data processing is developed to obtain relevant information for calculating the cloud base height and the cloud top height, including ground temperature, cloud top temperature and cloud shadow. A lapse rate model is proposed to formulate cloud shape as an implicit function of temperature lapse rate and cloud base temperature. After obtaining initial cloud shapes, we enrich the shapes by a fractal method and represent reconstructed clouds by a particle system. Experiment results demonstrate the capability of our method in generating physically sound large‐scale cloud scenes from high‐resolution satellite images.  相似文献   

20.
Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out‐of‐core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non‐photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces.  相似文献   

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