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1.
为解决模拟液体和固体交互时速度缓慢与效果不真实的问题,对传统SPH(Smoothed Particle Hydrodynamics)方法进行扩展.首先,将液体和固体均视为粒子的集合,使用SPH扩展方法模拟液体的流动,固体粒子作为液体粒子的一部分与液体交互,同时保持固体自身的形状,减少了计算量;其次,为了加快搜索液固交互时相互作用粒子的速度,解决SPH中搜索最近相邻粒子速度较慢的问题,提出链表搜索方法搜索相互作用的粒子;最后,运用Marching Cubes体绘制算法重建液体表面,实现液固交互的真实模拟.实验表明:5000粒子规模以下、光滑半径为0.01时,液固交互的绘制帧率达到14-74帧/秒;同时,液体的飞溅及漩涡表现更加真实.  相似文献   

2.
大规模复杂流体场景的高效交互模拟技术在灾难仿真、虚拟现实和影视特效制作等领域都有重要的应用价值.针对现有基于物理的流体算法大多只适于尺度较小的场景,难以有效地模拟复杂流体大场景中流固耦合时的固体破碎效果的问题,提出一种复杂场景的固液耦合高效模拟方法.首先提出一种基于流体隐式粒子法和散度为零的SPH法相混合的计算框架,在确保流体物理属性的同时充分利用细粒度的隐式粒子来丰富流体运动细节,提高场景模拟的真实感;然后采用一种多维度的流固耦合分合计算策略来进一步提高流固耦合效率;为实现流体冲击下的固体破碎效果,采用一种物理与几何相混合的破碎方法:以基于断裂力学中的应变能密度模型来确定固体破碎时碎片的分布,采用基于几何的质心Voronoi方法快速生成碎片,最终实现百万量级粒子参与的复杂流体场景的交互模拟,以及高速流体冲击下的固体破碎效果的高效模拟.  相似文献   

3.
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   

4.
目的 针对固流交互中的固体破碎现象模拟研究较少、物理模型复杂、多求解器耦合性差、真实感与实时性难以兼顾等问题,提出一种适用于光滑粒子流体动力学(smoothed particle hydrodynamics,SPH)固流交互统一粒子框架的实时固体破碎模拟方法。方法 首先,结合断裂力学理论与统一粒子框架下固体边界粒子的空间和物理特性,构建基于物理的能量分析模型。然后,通过实时分析固体与流体之间的能量转化和自身能量平衡,将满足条件的粒子作为破碎发生的启发点。最后,采用基于几何的碎块生成方法,将启发点集作为种子点构建Voronoi图,完成碎块的生成。为确保模拟系统实时性,将模拟系统进行并行优化并加载至图形处理器(graphics processing unit,GPU)并行执行。结果 通过在不同复杂度和粒子规模的实验场景中进行模拟得到的结果表明,本文方法能够稳定地模拟固体受到流体冲击后发生的破碎现象,破碎细节真实感良好,在百万级粒子规模下能够满足实时性要求,可大规模并行执行且GPU加速效果显著,加速收益随场景规模增大而增大。结论 与现有研究相比,本文方法充分结合物理与几何方法的优点,与SPH统一粒子框架具有更高的耦合性,能够稳定地模拟固流交互中的固体破碎现象,细节符合现实世界物理规律,真实感渲染效果良好,可应用于洪涝、海啸、溃坝和泥石流等自然灾害的交互式预演、电子游戏特效等领域。  相似文献   

5.
流-固交互及可变形体破裂的真实感模拟   总被引:1,自引:0,他引:1  
为了模拟流体与动态环境的相互作用,提出一种流-固交互及可变形体破裂的真实感建模与绘制的算法.该算法使用光滑粒子流体动力学(SPH)与有限单元法(FEM)分别对流体与变形固体进行建模;再根据流-固交互作用的特点,给出一种快速分离液体表面粒子与固体表面网格的交互方法,并采用虚节点的流-固耦合模型模拟了液-固相互作用力.文中算法可用于多个流-固交互破裂的现象,如水管崩裂、水冲堤坝等.  相似文献   

6.
固流耦合,即流体的固体边界处理一直是基于物理的流体模拟技术的研究重点.为解决SPH流体模拟中固流耦合存在的交界面处流体粒子衰减和穿透问题,提出一种固体采样边界粒子与动量守恒保持的位置-速度修正方案相结合的固流耦合方法.首先在预处理阶段对快速格子形状匹配(fast lattice shape matching,FLSM)模型表示的固体边界进行表面和内部边界粒子采样;然后在运行过程中计算流体粒子密度和受力时考虑边界固体粒子的相对贡献;最后利用动量守恒保持的位置-速度修正方案对流体粒子进行位置和速度的修正.为了提高计算速度以满足交互式应用需求,把每个迭代步长内的计算完全并行化后加载到GPU上进行加速处理.实验结果表明,该算法实现了微可压缩SPH流体与刚体以及弹性体的双向耦合,并可以高效、稳定地模拟固流耦合中的非穿透、液滴飞溅、溶解等复杂现象.  相似文献   

7.
聂霄  陈雷霆 《计算机应用》2015,35(1):206-210
针对流体与固体边界的交互模拟问题,提出一种基于弱可压缩光滑粒子流体动力学(SPH)的边界处理算法.首先,引入一种新的体积权重函数,解决固体边界非均匀采样区域流体密度的计算误差问题;然后,提出一种新的边界力计算模型,避免校正流体粒子位置信息,保证固体边界不可穿透;最后,提出一种改进的流体压力计算模型,保证流体的弱可压缩性.实验结果表明,所提算法可以有效地解决基于位置校正的边界处理方法在模拟弱可压缩流体与非均匀采样固体边界交互时存在的稳定性问题,且仅需边界粒子的位置信息,在节约内存的同时避免了位置校正所带来的额外计算开销.  相似文献   

8.
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   

9.
固体的弹性变形模拟作为计算机物理动画领域的重要内容,如何在保证模拟真实感的同时尽可能地提高计算效率以满足交互应用,一直是其研究难点.为此,提出一种多精度混合弹性变形模型来高效地模拟固体的弹性变形及其交互.该模型通过对物体计算空间进行物理和几何区域的用户自定义比例划分,并混合处理交界面处计算结点,实现2种变形区域的稳定耦合;利用虚拟顶点算法对物理变形区域进行稳定和光滑的虚拟切割模拟;提出自适应边界粒子采样的固流耦合算法模拟固流交互.实验结果表明,文中模型通过调整2种区域计算结点的比例,控制和调整弹性变形模拟的效率和精度,可以满足虚实交互和固流交互模拟中稳定和高效的性能需求.  相似文献   

10.
针对现有的光滑粒子流体动力学(SPH)流固交互方法中存在的稳定性以及流体细节表现不佳的问题,提出一种改进的体积映射流固交互方法.首先采用无散度SPH方法对流体进行建模,保证流体的不可压缩性;然后引入体积映射方法处理固体边界,以隐式函数的形式表示边界而无需使用粒子,解决粒子采样的固体表面不平滑的问题;再引入移动最小二乘法对固体边界上的压强进行插值,避免压强镜像带来的误差,提升体积映射方法中压强和压强梯度计算的精确性,提高系统的稳定性;最后引入粒子重采样方法进行流体表面细化,充分表现流体表面区域的不同粒子特征,增强流固交互后的流体细节,提高真实感.在斯坦福大学公开的基本三维模型上的实验结果表明,所提方法能够真实、稳定地表现不可压缩流体与固体的交互现象,处理多个静态或动态固体的复杂场景,并且能够有效地刻画流体细节.  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
蒙古语言是中国蒙古族使用的通用语言,由于蒙古文区别于其他文字的书写方式和其自身变形机制等特点,在很多通用的文字处理引擎中都不被支持。在嵌入式产品开发与应用领域中Linux加QTE已经成为流行方式。该文给出了一种在QTE环境上实现基于标准Unicode的蒙古文点阵显示和变形算法, 并自定义了支持蒙古文的QTE组件,扩展了QTE功能,为在Linux加QTE方式的嵌入式体系结构中处理蒙古文提供了一种解决方法。  相似文献   

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