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1.
This paper presents a fast smoothed particle hydro-dynamics (SPH) simulation approach for gaseous fluids. Unlike previous SPH gas simulators, which solve the transparent air flow in a fixed simulation domain, the proposed approach directly solves the visible gas without involving the transparent air. By compensating the density and force calculation for the visible gas particles, we completely avoid the need of computational cost on ambient air particles in previous approaches. This allows the computational resources to be exclusively focused on the visible gas, leading to significant performance improvement of SPH gas simulation. The proposed approach is at least ten times faster than the standard SPH gas simulation strategy and is able to reduce the total particle number by 25–400 times in large open scenes. The proposed approach also enables fast SPH simulation of complex scenes involving liquid–gas transition, such as boiling and evaporation. A particle splitting and merging scheme is proposed to handle the degraded resolution in liquid–gas phase transition. Various examples are provided to demonstrate the effectiveness and efficiency of the proposed approach.  相似文献   

2.
传统的基于流体动力学和光滑粒子动力学的烟雾绘制方法能模拟出逼真的爆炸烟雾,但性能太低使得其很难满足实时性要求;而一般的基于粒子系统的模拟算法主要针对一般烟雾,需要大量粒子数目且不能得到真实立体的爆炸烟雾效果。本文提出一种基于法线贴图的爆炸烟雾模拟算法,使用法线贴图模拟烟雾粒子的空间立体属性,对其进行随机光照计算,并根据时间衰减颜色;采用简单运动控制模型模拟爆炸烟雾的翻滚与扩散。实验表明,该算法使用很少粒子便能产生极高真实感的爆炸烟雾效果,并且具有很好的实时性。  相似文献   

3.
GPU通用计算平台上的SPH流体模拟   总被引:2,自引:1,他引:2  
针对流体模拟需要大量计算资源从而很难达到实时模拟的问题,提出一种完全在GPU上实现的基于平滑粒子流体动力学的流体模拟方法.首先通过在GPU上构造基于哈希函数的空间均匀网格来实现任意大小场景的快速邻近粒子查找,并在GPU上并行求解SPH流体方程来实现流体模拟;渲染流体时,通过在顶点着色器中进行纹理采样,利用粒子坐标缓存数据直接更新流体粒子系统的顶点缓存,从而避免了CPU—GPU之间的数据传输,充分利用了GPU的并行性.实验对比表明,与纯CPU实现以及CPU和GPU混合实现的模拟结果相比,采用该方法能显著地减少单个时间片的计算时间,大幅度提高流体模拟和渲染的整体性能.  相似文献   

4.
Simulating large-scale fluid while retaining and rendering details still remains to be a difficult task in spite of rapid advancements of computer graphics during the last two decades. Grid-based methods can be easily extended to handle large-scale fluid, yet they are unable to preserve sub-grid surface details like spray and foam without multi-level grid refinement. On the other hand, the particle-based methods model details naturally, but at the expense of increasing particle densities. This paper proposes a hybrid particle–grid coupling method to simulate fluid with finer details. The interaction between particles and fluid grids occurs in the vicinity of “coupling band” where multiple particle level sets are introduced simultaneously. First, fluids free of interaction could be modeled by grids and SPH particles independently after initialization. A coupling band inside and near the interface is then identified where the grids interact with the particles. Second, the grids inside and far away from the interface are adaptively sampled for large-scale simulation. Third, the SPH particles outside the coupling band are enhanced by diffuse particles which render little computational cost to simulate spray, foam, and bubbles. A distance function is continuously updated to adaptively coarsen or refine the grids near the coupling band and provides the coupling weights for the two-way coupling between grids and particles. One characteristic of our hybrid approach is that the two-way coupling between these particles of spray and foam and the grids of fluid volume can retain details with little extra computational cost. Our rendering results realistically exhibit fluids with enhanced details like spray, foam, and bubbles. We make comprehensive comparisons with existing works to demonstrate the effectiveness of our new method.  相似文献   

5.
为了实现小尺度范围流体场景的实时、真实感模拟,采用弱可压SPH方法对水体进行建模,提出了流体计算的CPU GPU混合架构计算方法。针对邻域粒子查找算法影响流体计算效率的问题,采用三维空间网格对整个模拟区域进行均匀网格划分,利用并行前缀求和和并行计数排序实现邻域粒子的查找。最后,采用基于CUDA并行加速的Marching Cubes算法实现流体表面提取,利用环境贴图表现流体的反射和折射效果,实现流体表面着色。实验结果表明,所提出的流体建模和模拟算法能实现小尺度范围流体的实时计算和渲染,绘制出水的波动、翻卷和木块在水中晃动的动态效果,当粒子数达到1 048 576个时,GPU并行计算方法相较CPU方法的加速比为60.7。  相似文献   

6.
We propose a new fluid modeling technique aimed at incorporating stochastic turbulence into a widely used Lagrangian fluid solver, the Smoothed Particle Hydrodynamics (SPH) method. We add to each SPH particle a swirling probability to model its likelihood to act as a swirling incentive particle (SIP). Particles are selected as a SIP randomly based on the probability, and a SIP spins its neighboring particles to rotate around itself by applying rotational force. The force is computed from a swirling vorticity of the SIP. We model the production, development, and spreading of the swirling probability and vorticity among all SPH particles. The algorithm inherently implements preferred turbulence evolution including vortex aggregation and decay. The turbulent effects are non-repeating and easily controlled by animators. Our method is fully integrated with the SPH scheme with minimal extra memory usage, computational load, and programming efforts.  相似文献   

7.
建立基于光滑粒子动力学(smoothed particle hydrodynamics, SPH)、有限元法(finite element method, FEM)和无反射边界耦合的结构入水分析方法,将无限水域利用无反射边界条件截断成有限水域,将有限水域分为流体变形大的SPH区域、流体变形小的FEM区域和声学流体FEM区域,结构用FEM离散。采用通用接触算法模拟SPH与FEM的耦合,采用声固耦合方法处理FEM区域之间的耦合,建立流固耦合的SPH FEM分析方法。该方法结合SPH模拟大变形的优点和FEM的高效性,可实现含自由液面变形、液体飞溅和无限水域等特点的流固耦合问题的模拟,为结构入水分析缩小离散区域、降低自由度和SPH粒子数等提供一种有效的分析方法。  相似文献   

8.
Hydraulic Erosion Using Smoothed Particle Hydrodynamics   总被引:1,自引:0,他引:1  
This paper presents a new technique for modification of 3D terrains by hydraulic erosion. It efficiently couples fluid simulation using a Lagrangian approach, namely the Smoothed Particle Hydrodynamics (SPH) method, and a physically-based erosion model adopted from an Eulerian approach. The eroded sediment is associated with the SPH particles and is advected both implicitly, due to the particle motion, and explicitly, through an additional velocity field, which accounts for the sediment transfer between the particles. We propose a new donor-acceptor scheme for the explicit advection in SPH. Boundary particles associated to the terrain are used to mediate sediment exchange between the SPH particles and the terrain itself. Our results show that this particle-based method is efficient for the erosion of dense, large, and sparse fluid. Our implementation provides interactive results for scenes with up to 25,000 particles.  相似文献   

9.
光滑粒子流体动力学(SPH)法是一种无网格的流体模拟方法,固液边界处理是SPH法模拟流体行为的重点和难点。本文提出一种单层加密粒子法进行固液边界处理。与虚拟粒子法将边界假设为静止的流体粒子不同,本文将边界假设为具有一定密度的固体粒子,依靠物理约束进行流体计算。这种方法能够有效降低模拟中穿越边界的粒子数量,使得流体边界处的模拟更加符合真实情况。本文采用仿真流体数据对提出的算法进行验证,并对其有效性进行分析讨论。  相似文献   

10.
为减少室内火灾环境下人员伤亡,研究了人员疏散计算机模拟问题.将人员运动视为一种流体运动,利用流体力学原理,构建一种新的人员疏散混合模型,并在其中引入了一种从众模式.同时,采用光滑粒子流体动力学方法对模型离散化,从而减少了计算量.不同工况下进行的疏散模拟实验表明,所提出的模型及算法能够较准确地模拟出实际疏散的现象.  相似文献   

11.
In this paper, we present a new adaptive model for real-time fluid simulation with complex boundaries based on Smoothed Particle Hydrodynamics (SPH) framework. Firstly, we introduce an adaptive SPH framework that is based on our character field function composed of four factors: geometrical complexity, boundary condition, physical complexity, and complementary condition in terms of the neighboring particle number. Meanwhile, the rule for particle adaptation is presented. We also present a two-step method to fast detect collision with complex boundary. The first step is voxelization on the complex scene. In the second step, based on the result of voxelization, we propose a three-phase method to fast detect collisions between complex boundaries and particles. By using this method, we avoid most of the useless intersection detection computation and greatly enhance the computation efficiency. In addition, a subdivision of boundary is precomputed before the collision interaction method so that fluid in a scene with complex boundary can still be simulated at relatively high speed and system stability risk is reduced greatly. To further accelerate the simulation, a highly parallel fluid algorithm is presented and implemented using GPU so that we can simulate dynamic fluid with mutual interaction between fluid and complex boundary at a considerably fast speed without compromising realism.  相似文献   

12.
This paper extends the SPH method to gas simulation. The SPH(Smoothed Particles Hydrodynamics) method is the most popular method of flow simulation, which is widely used in large-scale liquid simulation. However, it is not found to apply to gas simulation, since those methods based on SPH can’t be used in real-time simulation due to their enormous particles and huge computation. This paper proposes a method for gas simulation based on SPH with a small number of particles. Firstly, the method computes the position and density of each particle in each point-in-time, and outlines the shape of the simulated gas based on those particles. Secondly the method uses the grid technique to refine the shape with the diffusion of particle’s density under the control of grid, and get more lifelike simulation result. Each grid will be assigned density according to the particles in it. The density determines the final appearance of the grid. For ensuring the natural transition of the color between adjacent grids, we give a diffuse process of density between these grids and assign appropriate values to vertexes of these grids. The experimental results show that the proposed method can give better gas simulation and meet the request of real-time.  相似文献   

13.
The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with grids. To improve performance, the subsequent narrow band FLIP method (NB‐FLIP) uses a FLIP‐based fluid simulation only near the liquid surface and a traditional grid‐based fluid simulation away from the surface. This spatially‐limited FLIP simulation significantly reduces the number of particles and alleviates a computational bottleneck. In this paper, we extend the NB‐FLIP idea even further, by allowing a simulation to transition between a FLIP‐like fluid simulation and a grid‐based simulation in arbitrary locations, not just near the surface. This approach leads to even more savings in memory and computation, because we can concentrate the particles only in areas where they are needed. More importantly, this new method allows us to seamlessly transition to smooth implicit surface geometry wherever the particle‐based simulation is unnecessary. Consequently, our method leads to a practical algorithm for avoiding the noisy surface artifacts associated with particle‐based liquid simulations, while simultaneously maintaining the benefits of a FLIP simulation in regions of dynamic motion.  相似文献   

14.
Efficient high-quality volume rendering of SPH data   总被引:1,自引:0,他引:1  
High quality volume rendering of SPH data requires a complex order-dependent resampling of particle quantities along the view rays. In this paper we present an efficient approach to perform this task using a novel view-space discretization of the simulation domain. Our method draws upon recent work on GPU-based particle voxelization for the efficient resampling of particles into uniform grids. We propose a new technique that leverages a perspective grid to adaptively discretize the view-volume, giving rise to a continuous level-of-detail sampling structure and reducing memory requirements compared to a uniform grid. In combination with a level-of-detail representation of the particle set, the perspective grid allows effectively reducing the amount of primitives to be processed at run-time. We demonstrate the quality and performance of our method for the rendering of fluid and gas dynamics SPH simulations consisting of many millions of particles.  相似文献   

15.
In virtual environments, real‐time simulation and rendering of dynamic fluids have always been the pursuit for virtual reality research. In this paper, we present a real‐time framework for realistic fluid simulation and rendering on graphics processing unit. Because of the high demand for interactive fluids with larger particle set, the computational need is becoming higher. The proposed framework can effectively reduce the computational burden through avoiding the computation in inactive areas, where many particles with similar properties and low local pressure cluster together. While in active areas, the computation is fully carried out; thus, the fluid dynamics are largely preserved. Here, a robust particle classification technique is introduced to classify particles into either active or inactive. The test results have shown that the technique improves the time performance of fluid simulation largely. We then incorporate parallel surface reconstruction technique using marching cubes to extract the surfaces of the fluid. The introduced histogram pyramid‐based marching cubes technique is fast and memory efficiency. As a result, we are able to produce plausible and interactive fluids with the proposed framework for large‐scale virtual environments. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

16.
We propose a new method based on the use of fractional differentiation for improving the efficiency and realism of simulations based on smoothed particle hydrodynamics (SPH). SPH represents a popular particle‐based approach for fluid simulation and a high number of particles is typically needed for achieving high quality results. However, as the number of simulated particles increase, the speed of computation degrades accordingly. The proposed method employs fractional differentiation to improve the results obtained with SPH in a given resolution. The approach is based on the observation that effects requiring a high number of particles are most often produced from colliding flows, and therefore, when the modeling of this behavior is improved, higher quality results can be achieved without changing the number of particles being simulated. Our method can be employed to reduce the resolution without significant loss of quality, or to improve the quality of the simulation in the current chosen resolution. The advantages of our method are demonstrated with several quantitative evaluations. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

17.
The material point method (MPM) has attracted increasing attention from the graphics community, as it combines the strengths of both particle‐ and grid‐based solvers. Like the smoothed particle hydrodynamics (SPH) scheme, MPM uses particles to discretize the simulation domain and represent the fundamental unknowns. This makes it insensitive to geometric and topological changes, and readily parallelizable on a GPU. Like grid‐based solvers, MPM uses a background mesh for calculating spatial derivatives, providing more accurate and more stable results than a purely particle‐based scheme. MPM has been very successful in simulating both fluid flow and solid deformation, but less so in dealing with multiple fluids and solids, where the dynamic fluid‐solid interaction poses a major challenge. To address this shortcoming of MPM, we propose a new set of mathematical and computational schemes which enable efficient and robust fluid‐solid interaction within the MPM framework. These versatile schemes support simulation of both multiphase flow and fully‐coupled solid‐fluid systems. A series of examples is presented to demonstrate their capabilities and performance in the presence of various interacting fluids and solids, including multiphase flow, fluid‐solid interaction, and dissolution.  相似文献   

18.
Enforcing fluid incompressibility is one of the time‐consuming aspects in SPH. In this paper, we present a local Poisson SPH (LPSPH) method to solve incompressibility for particle based fluid simulation. Considering the pressure Poisson equation, we first convert it into an integral form, and then apply a discretization to convert the continuous integral equation to a discretized summation over all the particles in the local pressure integration domain determined by the local geometry. To control the approximation error, we further integrate our local pressure solver into the predictive‐corrective framework to avoid the computational cost of solving a pressure Poisson equation globally. Our method can effectively eliminate the large density deviations mainly caused by the solid boundary treatment and free surface topological change, and show advantage of a higher convergence rate over the predictive‐corrective incompressible SPH (PCISPH).  相似文献   

19.
流体模拟是计算机图形学的一个重要研究分支,流体的固体边界处理一直是流体 模拟的研究重点,光滑粒子流体动力学(SPH)方法中的镜像粒子法是处理固体边界的一个重要方 法。镜像粒子法通过靠近边界的流体粒子在边界外动态生成对应的镜像粒子来处理固体边界问 题,但随着边界复杂程度的提高,传统的镜像粒子法生成镜像粒子的复杂度也随之提高,模拟 效率随之降低。为此,文章对镜像粒子法进行改进,提出一种新的镜像粒子场量求值方法,有 效地降低了复杂边界情况下生成镜像粒子的复杂度,且使靠近边界的流体粒子场量更加均匀。 仿真实验结果表明,随着流体模拟粒子数的增加以及边界复杂程度的提高,该方法比传统镜像 粒子法效率高的优势也更加明显。  相似文献   

20.
Fluid particulate flows are common phenomena in nature and industry. Modeling of such flows at micro and macro levels as well establishing relationships between these approaches are needed to understand properties of the particulate matter. We propose a computational technique based on the direct numerical simulation of the particulate flows. The numerical method is based on the distributed Lagrange multiplier technique following the ideas of Glowinski et al. [16] and Patankar [30]. Each particle is explicitly resolved on an Eulerian grid as a separate domain, using solid volume fractions. The fluid equations are solved through the entire computational domain, however, Lagrange multiplier constrains are applied inside the particle domain such that the fluid within any volume associated with a solid particle moves as an incompressible rigid body. Mutual forces for the fluid-particle interactions are internal to the system. Particles interact with the fluid via fluid dynamic equations, resulting in implicit fluid-rigid body coupling relations that produce realistic fluid flow around the particles (i.e., no-slip boundary conditions). The particle-particle interactions are implemented using explicit force-displacement interactions for frictional inelastic particles similar to the DEM method of Cundall et al. [10] with some modifications using a volume of an overlapping region as an input to the contact forces. The method is flexible enough to handle arbitrary particle shapes and size distributions. A parallel implementation of the method is based on the SAMRAI (Structured Adaptive Mesh Refinement Application Infrastructure) library, which allows handling of large amounts of rigid particles and enables local grid refinement. Accuracy and convergence of the presented method has been tested against known solutions for a falling particle as well as by examining fluid flows through stationary particle beds (periodic and cubic packing). To evaluate code performance and validate particle contact physics algorithm, we performed simulations of a representative experiment conducted at the U.C. Berkeley Thermal Hydraulic Lab for pebble flow through a narrow opening.  相似文献   

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