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1.
Physics-based flow visualization techniques seek to mimic laboratory flow visualization methods with virtual analogues. In this work we describe the rendering of a virtual rheoscopic fluid to produce images with results strikingly similar to laboratory experiments with real-world rheoscopic fluids using products such as Kalliroscope. These fluid additives consist of microscopic, anisotropic particles which, when suspended in the flow, align with both the flow velocity and the local shear to produce high-quality depictions of complex flow structures. Our virtual rheoscopic fluid is produced by defining a closed-form formula for the orientation of shear layers in the flow and using this orientation to volume render the flow as a material with anisotropic reflectance and transparency. Examples are presented for natural convection, thermocapillary convection, and Taylor-Couette flow simulations. The latter agree well with photographs of experimental results of Taylor-Couette flows from the literature.  相似文献   

2.
We present a technique for coupling simulated fluid phenomena that interact with real dynamic scenes captured as a binocular video sequence. We first process the binocular video sequence to obtain a complete 3D reconstruction of the scene, including velocity information. We use stereo for the visible parts of 3D geometry and surface completion to fill the missing regions. We then perform fluid simulation within a 3D domain that contains the object, enabling one‐way coupling from the video to the fluid. In order to maintain temporal consistency of the reconstructed scene and the animated fluid across frames, we develop a geometry tracking algorithm that combines optic flow and depth information with a novel technique for “velocity completion”. The velocity completion technique uses local rigidity constraints to hypothesize a motion field for the entire 3D shape, which is then used to propagate and filter the reconstructed shape over time. This approach not only generates smoothly varying geometry across time, but also simultaneously provides the necessary boundary conditions for one‐way coupling between the dynamic geometry and the simulated fluid. Finally, we employ a GPU based scheme for rendering the synthetic fluid in the real video, taking refraction and scene texture into account.  相似文献   

3.
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   

4.
基于物理模型的实时喷泉水流运动模拟   总被引:34,自引:1,他引:34  
本文基于流体动力学和粒子系统给出了一个模拟实时喷泉水流运动的方法。  相似文献   

5.
Simulations of interacting particles are common in science and engineering, appearing in such diverse disciplines as astrophysics, fluid dynamics, molecular physics, and materials science. These simulations are often computationally intensive and so are natural candidates for massively parallel computing. Many-body simulations that directly compute interactions between pairs of particles, be they short-range or long-range interactions, have been parallelized in several standard ways. The simplest approaches require all-to-all communication, an expensive communication step. The fastest methods assign a group of nearby particles to a processor, which can lead to load imbalance and be difficult to implement efficiently. We present a new approach, suitable for direct simulations, that avoids all-to-all communication without requiring any geometric clustering. We demonstrate its utility in several parallel molecular dynamics simulations and compare performance against other parallel approaches. The new algorithm proves to be fastest for simulations of up to several thousand particles.  相似文献   

6.
7.
Dissipative particle dynamics (DPD) and its generalization—the fluid particle model (FPM)—represent the ‘fluid particle’ approach for simulating fluid‐like behavior in the mesoscale. Unlike particles from the molecular dynamics (MD) method, the ‘fluid particle’ can be viewed as a ‘droplet’ consisting of liquid molecules. In the FPM, ‘fluid particles’ interact by both central and non‐central, short‐range forces with conservative, dissipative and Brownian character. In comparison to MD, the FPM method in three dimensions requires two to three times more memory load and a three times greater communication overhead. Computational load per step per particle is comparable to MD due to the shorter interaction range allowed between ‘fluid particles’ than between MD atoms. The classical linked‐cells technique and decomposing the computational box into strips allow for rapid modifications of the code and for implementing non‐cubic computational boxes. We show that the efficiency of the FPM code depends strongly on the number of particles simulated, the geometry of the box and the computer architecture. We give a few examples from long FPM simulations involving up to 8 million fluid particles and 32 processors. Results from FPM simulations in three dimensions of the phase separation in binary fluid and dispersion of the colloidal slab are presented. A scaling law for symmetric quench in phase separation has been properly reconstructed. We also show that the microstructure of dispersed fluid depends strongly on the contrast between the kinematic viscosities of this fluid phase and the bulk phase. This FPM code can be applied for simulating mesoscopic flow dynamics in capillary pipes or critical flow phenomena in narrow blood vessels. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

8.
提出一种基于关键点分类的三维矢量场流动拓扑结构抽取算法,可应用于三维曲线网格、结构化网格和分块网格中.在许多计算流体力学计算中,存在非滑移边界,这种边界上流体的速度为0.通过分析流场边界的表面摩擦场的拓扑,展示绕壁面流体的流动结构;使用图标定位关键点,可交互式地标记和显示涡核区域,并通过选择暗示螺旋流动的图标,沿着该关键点的实特征值对应的特征矢量方向积分流线来完成.测试结果清晰地展示了关键特征区域的流体流动特征.  相似文献   

9.
We use three-dimensional numerical simulations and experiments to examine microfluidic mixing induced by orbiting magnetic microbeads in a microfluidic channel. We show that orbiting microbeads can lead to rapid fluid mixing in low Reynolds number flow, and identify two distinct mixing mechanisms. Bulk advection of fluid across the channel occurs due to the flow pattern that is developed when the ratio of flow velocity to bead velocity is low, and leads to rapid mixing. At higher velocity ratios, dispersion of small amounts of fluid across the channel occurs and results in increased mixing. We use simulations to investigate the effect of system parameters on the distance required to achieve a desired mixing level. We develop an experimental continuous-flow device and use it to validate our simulations and to demonstrate rapid microfluidic mixing. This device has the flexibility to also be applied to a mixing chamber or to stop-flow applications for rapid and controllable mixing. In addition to rapid mixing, the use of orbiting magnetic microbeads has the added benefit that functionalized microbeads can be used to capture particles from the fluid solution during mixing, and that they can be extracted from the device for analysis, thus serving multiple functionalities in a single device.  相似文献   

10.
《Parallel Computing》1997,23(9):1349-1363
In this paper we describe parallel computational methods for 3D simulation of the dynamics and fluid dynamics of a parafoil with prescribed, time-dependent shape changes. The mathematical model is based on the time-dependent, 3D Navier-Stokes equations governing the incompressible flow around the parafoil and Newton's law of motion governing the dynamics of the parafoil, with the aerodynamic forces acting on the parafoil calculated from the flow field. The computational methods developed for these 3D simulations include a stabilized space-time finite element formulation to accommodate for the shape changes, special mesh generation and mesh moving strategies developed for this purpose, iterative solution techniques for the large, coupled nonlinear equation systems involved, and parallel implementation of all these methods on scalable computing systems such as the Thinking Machines CM-5. As an example, we report 3D simulation of a flare maneuver in which the parafoil velocity is reduced by pulling down the flaps. This simulation requires solution of over 3.6 million coupled, nonlinear equations at every time step of the simulation.  相似文献   

11.
In this work, we consider the problem of generating agile maneuver profiles for Unmanned Combat Aerial Vehicles in 3D Complex environments. This problem is complicated by the fact that, generation of the dynamically and geometrically feasible flight trajectories for agile maneuver profiles requires search of nonlinear state space of the aircraft dynamics. This work suggests a two layer feasible trajectory/maneuver generation system. Integrated Path planning (considers geometrical, velocity and acceleration constraints) and maneuver generation (considers saturation envelope and attitude continuity constraints) system enables each layer to solve its own reduced order dimensional feasibility problem, thus simplifies the problem and improves the real time implement ability. In Trajectory Planning layer, to solve the time depended path planning problem of an unmanned combat aerial vehicles, we suggest a two step planner. In the first step, the planner explores the environment through a randomized reachability tree search using an approximate line segment model. The resulting connecting path is converted into flight way points through a line-of-sight segmentation. In the second step, every consecutive way points are connected with B-Spline curves and these curves are repaired probabilistically to obtain a geometrically and dynamically feasible path. This generated feasible path is turned in to time depended trajectory with using time scale factor considering the velocity and acceleration limits of the aircraft. Maneuver planning layer is constructed upon multi modal control framework, where the flight trajectories are decomposed to sequences of maneuver modes and associated parameters. Maneuver generation algorithm, makes use of mode transition rules and agility metric graphs to derive feasible maneuver parameters for each mode and overall sequence. Resulting integrated system; tested on simulations for 3D complex environments, gives satisfactory results and promises successful real time implementation.  相似文献   

12.
Separation and attachment lines are topologically significant curves that exist on 2D surfaces in 3D vector fields. Two algorithms are presented, one point-based and one element-based, that extract separation and attachment lines using eigenvalue analysis of a locally linear function. Unlike prior techniques based on piecewise numerical integration, these algorithms use robust analytical tests that can be applied independently to any point in a vector field. The feature extraction is fully automatic and suited to the analysis of large-scale numerical simulations. The strengths and weaknesses of the two algorithms are evaluated using analytic vector fields and also results from computational fluid dynamics (CFD) simulations. We show that both algorithms detect open separation lines-a type of separation that is not captured by conventional vector field topology algorithms  相似文献   

13.
The Lattice-boltzmann method for simulating gaseous phenomena   总被引:5,自引:0,他引:5  
We present a physically-based, yet fast and simple method to simulate gaseous phenomena. In our approach, the incompressible Navier-Stokes (NS) equations governing fluid motion have been modeled in a novel way to achieve a realistic animation. We introduce the lattice Boltzmann model (LBM), which simulates the microscopic movement of fluid particles by linear and local rules on a grid of cells so that the macroscopic averaged properties obey the desired NS equations. The LBM is defined on a 2D or 3D discrete lattice, which is used to solve fluid animation based on different boundary conditions. The LBM simulation generates, in real-time, an accurate velocity field and can incorporate an optional temperature field to account for the buoyancy force of hot gas. Because of the linear and regular operations in each local cell of the LBM grid, we implement the computation in commodity texture hardware, further improving the simulation speed. Finally, textured splats are used to add small scale turbulent details, achieving high-quality real-time rendering. Our method can also simulate the physically correct action of stationary or mobile obstacles on gaseous phenomena in real-time, while still maintaining highly plausible visual details.  相似文献   

14.
In many scientific disciplines, the motion of finite‐sized objects in fluid flows plays an important role, such as in brownout engineering, sediment transport, oceanology or meteorology. These finite‐sized objects are called inertial particles and, in contrast to traditional tracer particles, their motion depends on their current position, their own particle velocity, the time and their size. Thus, the visualization of their motion becomes a high‐dimensional problem that entails computational and perceptual challenges. So far, no visualization explored and visualized the particle trajectories under variation of all seeding parameters. In this paper, we propose three coordinated views that visualize the different aspects of the high‐dimensional space in which the particles live. We visualize the evolution of particles over time, showing that particles travel different distances in the same time, depending on their size. The second view provides a clear illustration of the trajectories of different particle sizes and allows the user to easily identify differences due to particle size. Finally, we embed the trajectories in the space‐velocity domain and visualize their distance to an attracting manifold using ribbons. In all views, we support interactive linking and brushing, and provide abstraction through density volumes that are shown by direct volume rendering and isosurface slabs. Using our method, users gain deeper insights into the dynamics of inertial particles in 2D fluids, including size‐dependent separation, preferential clustering and attraction. We demonstrate the effectiveness of our method in multiple steady and unsteady 2D flows.  相似文献   

15.
We have invented a simple intuitive method for describing the existence of microscopic transverse wave in a liquid system produced by molecular-dynamics simulations. The method is based on an idea of using a velocity field which is determined by the velocity of atoms in liquids. One of the significant advantages of our method over a conventional method is that the waves are investigated in real space rather than in wavenumber space. This will help to visualize microscopic waves by computer graphics. We have applied the method to liquid tin at three thermodynamic states generated by ab initio molecular-dynamics simulations and found that it can distinguish whether the liquids have transverse waves or not in the same way as the conventional method. We have also shown that the velocity autocorrelation function consists of the transverse and longitudinal parts.  相似文献   

16.
We present a method to extract and visualize vortices that originate from bounding walls of three-dimensional time-dependent flows. These vortices can be detected using their footprint on the boundary, which consists of critical points in the wall shear stress vector field. In order to follow these critical points and detect their transformations, affected regions of the surface are parameterized. Thus, an existing singularity tracking algorithm devised for planar settings can be applied. The trajectories of the singularities are used as a basis for seeding particles. This leads to a new type of streak line visualization, in which particles are released from a moving source. These generalized streak lines visualize the particles that are ejected from the wall. We demonstrate the usefulness of our method on several transient fluid flow datasets from computational fluid dynamics simulations.  相似文献   

17.
Tracking and visualizing turbulent 3D features   总被引:2,自引:0,他引:2  
Visualizing 3D time-varying fluid datasets is difficult because of the immense amount of data to be processed and understood. These datasets contain many evolving amorphous regions, and it is difficult to observe patterns and visually follow regions of interest. In this paper, we present a technique which isolates and tracks full-volume representations of regions of interest from 3D regular and curvilinear computational fluid dynamics datasets. Connected voxel regions (“features”) are extracted from each time step and matched to features in subsequent time steps. Spatial overlap is used to determine the matching. The features from each time step are stored in octree forests to speed up the matching process. Once the features have been identified and tracked, the properties of the features and their evolutionary history can be computed. This information can be used to enhance isosurface visualization and volume rendering by color coding individual regions. We demonstrate the algorithm on four 3D time-varying simulations from ongoing research in computational fluid dynamics and show how tracking can significantly improve and facilitate the processing of massive datasets  相似文献   

18.
Astronomers have long been challenged to test theories of observable phenomena at great distances from Earth. One such area of active research is the study of fast, collimated jets of ionized matter, or plasma, formed near massive black holes at the centers of distant galaxies. Our group is involved in magnetohydrodynamic simulations that track the time and space evolution of the full 3D velocity and magnetic vector fields, plus fundamental scalar fields such as density and pressure. To accomplish the complex visualization of these jets, we developed FieldVis, a simulation tool that focuses primarily on representing 3D vector and scalar fields. Examining data from a sample 3D magnetohydrodynamic fluid simulation graphically illustrates the usefulness of our visualization package. Through our work, we found that streaklines with varying surface properties such as texture and color are the most effective way to extract information from our data. The techniques we used are not specific to astrophysical problems and can extend to other sets of vector and scalar fields. In the future, we plan to use FieldVis to visualize tangled magnetic fields in simulated galaxy clusters, as well as velocity and magnetic structures produced by intermittent jets  相似文献   

19.
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   

20.
A numerical investigation of the mechanism by which viral particles suspended in physiologically relevant (i.e., high ionic strength) media can be electrokinetically sampled on a surface is presented. Specifically, sampling of virus from a droplet is taking place by means of a high frequency non-uniform electric field, generated by energized planar quadrupolar microelectrodes deposited on an oxidized silicon chip. The numerical simulations are based on experimental conditions applied in our previous work with vesicular stomatitis virus. A 3D computer model is used to yield the spatial profiles of electric field intensity, temperature, and fluid velocity inside the droplet, as well as the force balance on the virus. The results suggest that rapid virus sampling can be achieved by the synergistic action of dielectrophoresis and electrothermal fluid flow. Specifically, electrothermal fluid flow can be used to transport the virus from the bulk of a sample to the surface, where dielectrophoretic forces, which become significant only at very small length scales away from the surface, can cause its stable capture.  相似文献   

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