首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
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   

2.
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   

3.
针对虚拟手术系统中流血粒子与软组织器官碰撞检测的问题进行了研究.虚拟手术中流血与软体器官组织进行碰撞检测不同于传统的刚体或者软体之间的碰撞检测,流血模型的拓扑结构变化较大,传统方法通过更新拓扑结构来进行碰撞检测的方法不能够保证碰撞检测的实时性和准确性.提出一种基于空间划分的流血粒子与软体碰撞检测算法,能够处理基于光滑粒子流体动力学(Smoothed Particle Hydrodynamics, SPH)模拟的流体与任意动力学模型模拟的软体之间的碰撞检测.同时,提出了对SPH算法进行最近相邻粒子搜索过程中建立起的均匀空间网格进行重复利用,使空间网格用于碰撞检测的空间划分与流体粒子的定位,从而减少了时间和空间资源的重复消耗.实验结果表明,该算法能够满足虚拟手术中流血粒子与软体之间的碰撞检测对精确性和实时性的要求.  相似文献   

4.
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   

5.
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   

6.
Recently, many techniques using computational fluid dynamics have been proposed for the simulation of natural phenomena such as smoke and fire. Traditionally, a single grid is used for computing the motion of fluids. When an object interacts with a fluid, the resolution of the grid must be sufficiently high because the shape of the object is represented by a shape sampled at the grid points. This increases the number of grid points that are required, and hence the computational cost is increased. To address this problem, we propose a method using multiple grids that overlap with each other. In addition to a large single grid (a global grid) that covers the whole of the simulation space, separate grids (local grids) are generated that surround each object. The resolution of a local grid is higher than that of the global grid. The local grids move according to the motion of the objects. Therefore, the process of resampling the shape of the object is unnecessary when the object moves. To accelerate the computation, appropriate resolutions are adaptively‐determined for the local grids according to their distance from the viewpoint. Furthermore, since we use regular (orthogonal) lattices for the grids, the method is suitable for GPU implementation. This realizes the real‐time simulation of interactions between objects and smoke.  相似文献   

7.
目的 流血效果是虚拟手术模拟器视觉效果的重要组成部分,血流与固体交互的庞大计算量使取得实时的流血模拟效果具有很大的挑战性。提出一种基于图形处理单元(GPU)加速的虚拟手术流血效果模拟方法。方法 该方法以Müller等人提出的光滑粒子动力学(SPH)作为基础,采用温度项使粒子具有不同速度模拟血流形成的血槽,同时基于构建均匀空间网格的思想,利用通用并行计算架构(CUDA)多线程并行加速技术完成粒子控制方程的求解和血流与固体交互的计算,从而取得实时的效果。结果 实验结果表明,本文方法能够满足虚拟手术中切割表面流血和血液在器官中流动的模拟需求,在粒子个数为9000时仅需20 ms,对比于纯CPU的实现取得20.15倍的加速比,实现了大量粒子下的实时流血模拟。 结论 本文方法具有较好的灵活性和实时性的特点,可以应用于虚拟手术仿真系统之中。  相似文献   

8.
基于CPU-GPU混合加速的SPH流体仿真方法   总被引:1,自引:0,他引:1  
基于光滑粒子流体力学SPH的流体仿真是虚拟现实技术的重要研究内容,但SPH流体仿真需要大量的计算资源,采用一般计算方法难以实现流体仿真的实时性。流体仿真通常由物理计算、碰撞检测和渲染等部分组成,借助GPU并行加速粒子的物理属性计算和碰撞过程使SPH方法的实时流体仿真成为可能。为了满足流体仿真应用中的真实性和实时性需求,提出一种基于CPU GPU混合加速的SPH流体仿真方法,流体计算部分采用GPU并行加速,流体渲染部分采用基于CPU的OpenMP加速。实验结果表明,基于CPU GPU混合加速的SPH流体仿真方法与CPU实现相比,能显著地减少流体仿真单帧计算时间且能更快速地完成渲染任务。  相似文献   

9.
李玉梅  汪继文 《微机发展》2010,(5):56-58,62
光滑粒子流体动力学(Smoothed Particle Hydrodynamics,SPH)方法是一种新近发展的可用于流体模拟的无网格数值方法。文中基于SPH方法的基本原理,利用SPH方法求解描述水流现象的二维浅水波方程,根据具体模型使用Mon-aghan人工粘性的变形形式,有效地防止了相互靠近粒子的穿透,消除了SPH方法在模拟流体动力学问题时产生的数值振荡。通过使用可变光滑长度,使邻近粒子的数量保持相对稳定,提高了求解的计算效率和精度。同时,对光滑长度进行了修正以获取对称光滑长度,保持了粒子间相互作用对称性。全面考虑了各种定解条件的设置,对水滴的运动进行了模拟,SPH模拟结果与有限差分法、有限体积法结果非常吻合,验证了方法的准确性,为SPH方法的进一步发展和广泛运用奠定了基础。  相似文献   

10.
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   

11.
为了实现小尺度范围风沙运动的真实感模拟,采用基于拉格朗日力学无网格形式的光滑粒子流体动力学(smooth particle hydrodynamics,SPH)方法解决了基于欧拉网格法因网格大变形或者变形边界等引起的各种问题,并克服了不能用固定欧拉网格追踪任意单颗粒子运动轨迹的困难,因此该方法在研究风沙运动方面有着独特的优势。然而,随着风沙流动中SPH粒子数目的增加,该方法计算效率低,计算规模大的缺陷在风沙模拟过程中尤为明显。为了提高其计算效率,在CUDA软硬件平台上,建立SPH-GPU并行加速的二维气沙两相耦合模型,对串行的热点程序进行分析,找出最耗时且适合并行的热点程序;其次对GPU并行计算模型进行验证,宏观上得到了沙粒群运动的时空变化规律,微观上得到了典型沙粒的跃移轨迹和变异的尖角轨迹;最后对比了三种不同粒子数下CPU与GPU的计算效率。模拟结果证明SPH-GPU并行计算方法能够进一步应用在风沙流的数值模拟研究中。  相似文献   

12.
王栋栋  庄雷 《计算机应用》2009,29(6):1702-1710
采用基于粒子插值的SPH方法对火焰流体进行模拟,用GPU加速粒子状态地计算,同时用CPU并行地计算粒子邻接关系并控制粒子产生速率。在SPH模型中,较为高效地加入了漩涡场的计算,增加了粒子运动的细节。在粒子渲染过程中,采用了色度场、有向点扩散和颜色锐化技术,由离散的粒子空间分布得到了较为理想的连续火焰图像。由于该方法属于流体模拟的拉格朗日法,所以火焰具有物理真实性,又由于采用GPU为主CPU为辅的计算架构,使得模拟达到了实时。  相似文献   

13.
基于光滑粒子动力学(SPH)方法模拟流体时流体表面张力的作用在固液、气液交界 处不可忽视,其影响模拟的准确性和视觉真实感。目前已有的表面张力模型如连续表面力(CSF) 模型、粒子间相互作用力(IIF)模型都存在各自的缺陷。针对IIF 模型模拟表面张力时所产生的 粒子非物理聚集、流体表面形状不规则等现象,采用基于类Lennard-Jones 势函数的分子间聚斥 力对表面张力建模,并定义了基于法向差的SPH 张力修正项以解决IIF 模型不能保证流体表面 面积最小化问题。实验结果表明,该方法能够稳定和正确地模拟两相交界处的表面张力的效果。  相似文献   

14.
Two-way coupled SPH and particle level set fluid simulation   总被引:6,自引:0,他引:6  
Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and foam, especially since these more diffuse materials typically behave quite differently than their denser counterparts. In this paper, we propose a two-way coupled simulation framework that uses the particle level set method to efficiently model dense liquid volumes and a smoothed particle hydrodynamics (SPH) method to simulate diffuse regions such as sprays. Our novel SPH method allows us to simulate both dense and diffuse water volumes, fully incorporates the particles that are automatically generated by the particle level set method in under-resolved regions, and allows for two way mixing between dense SPH volumes and grid-based liquid representations.  相似文献   

15.
We present a new method to create and preserve the turbulent details generated around moving objects in SPH fluid. In our approach, a high‐resolution overlapping grid is bounded to each object and translates with the object. The turbulence formation is modeled by resolving the local flow around objects using a hybrid SPH‐FLIP method. Then these vortical details are carried on SPH particles flowing through the local region and preserved in the global field in a synthetic way. Our method provides a physically plausible way to model the turbulent details around both rigid and deformable objects in SPH fluid, and can efficiently produce animations of complex gaseous phenomena with rich visual details.  相似文献   

16.
烟雾在高精度网格中与大量障碍物交互十分耗时.为改善障碍物周围的局部视觉细节并进一步提高模拟的实时性,引入多重网格技术与结点分组方法相结合.使用结点分组方法处理障碍物边界条件;在每个障碍物周围,包围一张局部网格,在每个时间步,为每张网格分别求解N-S方程组并在局部和全局网格间传递信息.实验表明,采用文中方法,在障碍物局部模拟精度和单独使用结点分组方法相近的前提下,模拟速度提高了近3倍,达到了更高的实时性.  相似文献   

17.
作为一种典型的拉格朗日型无网格数值方法,光滑粒子流体动力学(SPH)方法在模拟自由表面流问题时具有天然优势。但是,该方法计算量大、耗时长,为此提出了一种基于粒子分解的SPH并行算法。该算法将所有粒子平均分配到各个进程进行计算,每个时间步通信仅调用一次发送、接收和广播函数,因此易于实现且可扩展性较好。应用该并行算法对二维溃坝流和三维液滴冲击液膜问题进行数值模拟,结果表明:该并行算法能显著减少模拟所消耗的计算时间,有利于进行三维大规模计算问题的数值模拟;当粒子数大于百万时,最大加速比可达30以上。  相似文献   

18.
在粒子系统的基础上研究了烟雾微粒浓度扩散和微粒内部之间碰撞检测相结合的方法。通过扩散方程建立了烟雾扩散力场,以确保扩散运动轨迹的精确性;为了降低微粒之间的碰撞检测时间,引入了基于空间哈希表的碰撞检测技术。经仿真实验结果证明了该算法不仅能够提高模拟速度以达到实时控制要求,而且能够展示烟雾扩散的真实性。  相似文献   

19.
铣削实时仿真中广泛应用Z-Map方法描述几何体网格变化,模拟工件表面.三角形网格模型简单,可以用二叉树结构表示三角网格之间边的关系.创建二叉树网格几何体,分析父子关系和无父子关系两类共边网格相邻单元的划分方法.提出铣削区域计算公式,完成铣削区域的网格划分,验算在铣削实时仿真中区域网格和全域网格的仿真性能.结果表明,用二...  相似文献   

20.
网格密度峰值聚类在兼顾密度峰值聚类算法可识别任意形状类簇的基础上,通过数据集的网格化简化整体计算量,成为当前备受关注的聚类方法.针对大规模数据,如何进一步区分稠密与稀疏网格,减少网格密度峰值聚类中参与计算的非空网格代表点的数量是解决“网格灾难”的关键.结合以网格密度为变量的概率密度分布呈现出类Zipf分布的特点,提出一种基于Zipf分布的网格密度峰值聚类算法.首先计算所有非空网格的密度并映射为Zipf分布,根据对应的Zipf分布筛选出稠密中心网格和稀疏边缘网格;然后仅对稠密中心网格进行密度峰值聚类,在自适应确定潜在聚类中心的同时减少欧氏距离的计算量,降低算法复杂度;最后通过对稀疏边缘网格的处理,进一步优化类簇边界并提高聚类精度.人工数据集和UCI数据集下的实验结果表明,所提出算法对大规模、类簇交叉数据的聚类具有明显优势,能够在保证聚类精度的同时降低时间复杂度.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号