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1.
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   

2.
We propose a hybrid smoothed particle hydrodynamics solver for efficientlysimulating incompressible fluids using an interface handling method for boundary conditions in the pressure Poisson equation. We blend particle density computed with one smooth and one spiky kernel to improve the robustness against both fluid–fluid and fluid–solid collisions. To further improve the robustness and efficiency, we present a new interface handling method consisting of two components: free surface handling for Dirichlet boundary conditions and solid boundary handling for Neumann boundary conditions. Our free surface handling appropriately determines particles for Dirichlet boundary conditions using Jacobi‐based pressure prediction while our solid boundary handling introduces a new term to ensure the solvability of the linear system. We demonstrate that our method outperforms the state‐of‐the‐art particle‐based fluid solvers.  相似文献   

3.
We propose a geometric multilevel solver for efficiently solving linear systems arising from particle‐based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence between solutions at the particle and grid levels, and coarsen simulation elements taking boundary conditions into account. In addition, we propose a new solid boundary handling method to solve a pressure Poisson equation in a unified manner. We demonstrate that our method can handle general fluid simulation scenarios including two‐way fluid‐solid coupling, and the computational cost of this new solver scales nearly linearly with respect to the number of unknowns, unlike previous solvers for particle‐based methods.  相似文献   

4.
The explosive growth in integration technology and the parallel nature of rasterization‐based graphics APIs (Application Programming Interface) changed the panorama of consumer‐level graphics: today, GPUs (Graphics Processing Units) are cheap, fast and ubiquitous. We show how to harness the computational power of GPUs and solve the incompressible Navier‐Stokes fluid equations significantly faster (more than one order of magnitude in average) than on CPU solvers of comparable cost. While past approaches typically used Stam's implicit solver, we use a variation of SMAC (Simplified Marker and Cell). SMAC is widely used in engineering applications, where experimental reproducibility is essential. Thus, we show that the GPU is a viable and affordable processor for scientific applications. Our solver works with general rectangular domains (possibly with obstacles), implements a variety of boundary conditions and incorporates energy transport through the traditional Boussinesq approximation. Finally, we discuss the implications of our solver in light of future GPU features, and possible extensions such as three‐dimensional domains and free‐boundary problems.  相似文献   

5.
In physics-based liquid simulation for graphics applications, pressure projection consumes a significant amount of computational time and is frequently the bottleneck of the computational efficiency. How to rapidly apply the pressure projection and at the same time how to accurately capture the liquid geometry are always among the most popular topics in the current research trend in liquid simulations. In this paper, we incorporate an artificial neural network into the simulation pipeline for handling the tricky projection step for liquid animation. Compared with the previous neural-network-based works for gas flows, this paper advocates new advances in the composition of representative features as well as the loss functions in order to facilitate fluid simulation with free-surface boundary. Specifically, we choose both the velocity and the level-set function as the additional representation of the fluid states, which allows not only the motion but also the boundary position to be considered in the neural network solver. Meanwhile, we use the divergence error in the loss function to further emulate the lifelike behaviours of liquid. With these arrangements, our method could greatly accelerate the pressure projection step in liquid simulation, while maintaining fairly convincing visual results. Additionally, our neutral network performs well when being applied to new scene synthesis even with varied boundaries or scales.  相似文献   

6.
We present a hybrid particle/grid approach for simulating incompressible fluids on collocated velocity grids. Our approach supports both particle-based Lagrangian advection in very detailed regions of the flow and efficient Eulerian grid-based advection in other regions of the flow. A novel Backward Semi-Lagrangian method is derived to improve accuracy of grid based advection. Our approach utilizes the implicit formula associated with solutions of the inviscid Burgers’ equation. We solve this equation using Newton's method enabled by C1 continuous grid interpolation. We enforce incompressibility over collocated, rather than staggered grids. Our projection technique is variational and designed for B-spline interpolation over regular grids where multiquadratic interpolation is used for velocity and multilinear interpolation for pressure. Despite our use of regular grids, we extend the variational technique to allow for cut-cell definition of irregular flow domains for both Dirichlet and free surface boundary conditions.  相似文献   

7.
Combining high‐resolution level set surface tracking with lower resolution physics is an inexpensive method for achieving highly detailed liquid animations. Unfortunately, the inherent resolution mismatch introduces several types of disturbing visual artifacts. We identify the primary sources of these artifacts and present simple, efficient, and practical solutions to address them. First, we propose an unconditionally stable filtering method that selectively removes sub‐grid surface artifacts not seen by the fluid physics, while preserving fine detail in dynamic splashing regions. It provides comparable results to recent error‐correction techniques at lower cost, without substepping, and with better scaling behavior. Second, we show how a modified narrow‐band scheme can ensure accurate free surface boundary conditions in the presence of large resolution mismatches. Our scheme preserves the efficiency of the narrow‐band methodology, while eliminating objectionable stairstep artifacts observed in prior work. Third, we demonstrate that the use of linear interpolation of velocity during advection of the high‐resolution level set surface is responsible for visible grid‐aligned kinks; we therefore advocate higher‐order velocity interpolation, and show that it dramatically reduces this artifact. While these three contributions are orthogonal, our results demonstrate that taken together they efficiently address the dominant sources of visual artifacts arising with high‐resolution embedded liquid surfaces; the proposed approach offers improved visual quality, a straightforward implementation, and substantially greater scalability than competing methods.  相似文献   

8.
Textured Liquids based on the Marker Level Set   总被引:1,自引:0,他引:1  
In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids and their surface textures.  相似文献   

9.
A 3D boundary element method with linear triangular element has been developed for the simulation of the free surface subjected to the surface tension force. A liquid droplet and a liquid jet are chosen to be the studying cases for the free surface simulation. The codes include 3D Laplace's solver, grid generation, and free surface module for the calculation of surface normal vector, surface curvature, and tangential velocity. Distortion of a droplet has shown the corresponding mode oscillation by specifying a given order of Legendre function for the initial velocity potential. And, the comparison of computational results and the predicted values from the dispersion equation, which serves as the analytical solution for the growth rate, for the temporal instability analysis on a liquid jet shows a very good agreement. This has shown that the proposed model is capable of the complex 3D liquid jet simulation.  相似文献   

10.
Difficulties associated with free-surface finite element flow simulations are related to (a) nonlinear and advective nature of most hydrodynamic flows, (b) requirements for compatibility between velocity and pressure interpolation, (c) maintaining a valid computational mesh in the presence of moving boundaries, and (d) enforcement of the kinematic conditions at the free surface. Focusing on the last issue, we present an extension of the free-surface elevation equation to cases where the prescribed direction of the surface node motion is not uniformly vertical. The resulting hyperbolic generalized elevation equation is discretized using a Galerkin/least-squares formulation applied on the surface mesh. The elevation field so obtained is then used to impose displacement boundary conditions on the elastic mesh update scheme that governs the movement of interior mesh nodes. The proposed method is used to solve a two-dimensional problem of sloshing in a trapezoidal tank, and a three-dimensional application involving flow in a trapezoidal channel with bridge supports.  相似文献   

11.
We consider in this work the numerical approximations of the two-dimensional steady potential flow around a body moving in a liquid of finite constant depth at constant speed and distance below a free surface. Several vertical segments are introduced as the upstream and the downstream artificial boundaries, where a sequence of high-order local artificial boundary conditions are proposed. Then the original problem is solved in a finite computational domain, which is equivalent to a variational problem. The numerical approximations for the original problem are obtained by solving the variational problem with the finite element method. The numerical examples show that the artificial boundary conditions given in this work are very effective.  相似文献   

12.
In the simulation of the dynamic load excited by sloshing in a partially filled tank, appropriate boundary conditions need imposing to calculate the impact pressure. Traditionally, a thin artificial buffer zone is adopted near the tank ceiling and a linear combination of free surface dynamic and rigid wall boundary conditions are imposed inside the buffer zone. This investigation demonstrates that no special treatment is needed to describe the free surface, because a two-fluid approach based on a level set method is used to solve the Reynolds-averaged Navier-Stokes (RANS) equations in both water and air regions and the interface is treated as a variation of the fluid properties. All the boundary conditions adopted are those usually accepted in solutions of Navier-Stokes or Euler equations. Sloshing in a rectangular tank excited by a horizontal harmonic motion is assessed numerically at different filling levels and excitation frequencies. The dependency of numerical solution on grid resolution, time step size and the interface thickness are investigated. Further, numerical tests are conducted for a rectangular tank with both 45° and 60° chamfered ceiling corners subject to a harmonic rolling motion. The comparison of computed results with experimental data show the developed numerical method is capable of the simulation of dynamic pressure loads exerted on the tank walls and ceiling excited by fluid sloshing.  相似文献   

13.
We present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation’s pressure projection step. The method requires only a few small changes to a multigrid solver for linear systems. Our generalized solver is fast enough to handle 3D liquid simulations with separating boundary conditions in practical domain sizes. Previous methods could only handle relatively small 2D domains in reasonable time, because they used expensive quadratic programming (QP) solvers. We demonstrate our technique in several practical scenarios, including nonaxis-aligned containers and moving solids in which the omission of separating boundary conditions results in disturbing artifacts of liquid sticking to solids. Our measurements show, that the convergence rate of our LCP solver is close to that of a standard multigrid solver.  相似文献   

14.
Fast Surface Modelling Using a 6th Order PDE   总被引:1,自引:0,他引:1  
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15.
Up to now, work on topological design optimization of vibrating structures against noise radiation has mainly addressed the maximization of eigenfrequencies and gaps between consecutive eigenfrequencies of free vibration, and minimization of the dynamic compliance subject to harmonic loading on the structure. In this paper, we deal with topology optimization problems formulated directly with the design objective of minimizing the sound power radiated from the structural surface(s) into a surrounding acoustic medium. Bi-material elastic continuum structures without material damping are considered. The structural vibrations are excited by time-harmonic external mechanical loading with prescribed frequency and amplitude. It is assumed that air is the acoustic medium and that a feedback coupling to the structure can be neglected. Certain conditions are assumed that imply that the sound power emission from the structural surface can be obtained in a simpler way than by solving Helmholz’ integral equation. Hereby, the computational cost of the structural-acoustical analysis is substantially reduced. Several numerical results are presented and discussed for plate- and pipe-like structures with different sets of boundary and loading conditions.  相似文献   

16.
We present a robust and efficient method for the two‐way coupling between particle‐based fluid simulations and infinitesimally thin solids represented by triangular meshes. Our approach is based on a hybrid method that combines a repulsion force approach with a continuous intersection handling to guarantee that no penetration occurs. Moreover, boundary conditions for the tangential component of the fluid's velocity are implemented to model the different slip conditions. The proposed method is particularly useful for dynamic surfaces, like cloth and thin shells. In addition, we demonstrate how standard fluid surface reconstruction algorithms can be modified to prevent the calculated surface from intersecting close objects. For both the two‐way coupling and the surface reconstruction, we take into account that the fluid can wet the cloth. We have implemented our approach for the bidirectional interaction between liquid simulations based on Smoothed Particle Hydrodynamics (SPH) and standard mesh‐based cloth simulation systems.  相似文献   

17.
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   

18.
This paper presents efficient algorithms for free path sampling in heterogeneous participating media defined either by high‐resolution voxel arrays or generated procedurally. The method is based on the concept of mixing ‘virtual’ material or particles to the medium, augmenting the extinction coefficient to a function for which the free path can be sampled in a straightforward way. The virtual material is selected such that it modifies the volume density but does not alter the radiance. We define the total extinction coefficient of the real and virtual particles by a low‐resolution grid of super‐voxels that are much larger than the real voxels defining the medium. The computational complexity of the proposed method depends just on the resolution of the super‐voxel grid and does not grow with the resolution above the scale of super‐voxels. The method is particularly efficient to render large, low‐density, heterogeneous volumes, which should otherwise be defined by enormously high resolution voxel grids and where the average free path length would cross many voxels.  相似文献   

19.
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   

20.
Monte Carlo approaches use random lines to distribute the light power in the scene but the cost of creating a set of random single lines is very costly. In this paper, we present several software and hardware techniques in order to reduce the computational cost of the generation of random single lines by using bundles of parallel lines. The bundle of parallel lines is simulated with a general purpose polygon filling algorithm, like the painter's algorithm. We also present two graphics hardware implementations. The first approach uses two depth buffers in order to represent stochastically a bundle of parallel global lines. The second one uses multiple depth buffers and the aim is to exploit coherence between projection planes for each iteration. All algorithms were implemented with the multipath method.  相似文献   

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