• Title/Summary/Keyword: Particle-based fluid simulation

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FLUID SIMULATION METHODS FOR COMPUTER GRAPHICS SPECIAL EFFECTS (컴퓨터 그래픽스 특수효과를 위한 유체시뮬레이션 기법들)

  • Jung, Moon-Ryul
    • 한국전산유체공학회:학술대회논문집
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    • 2009.11a
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    • pp.1-1
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    • 2009
  • In this presentation, I talk about various fluid simulation methods that have been developed for computer graphics special effects since 1996. They are all based on CFD but sacrifice physical reality for visual plausability and time. But as the speed of computer increases rapidly and the capability of GPU (graphics processing unit) improves, methods for more physical realism have been tried. In this talk, I will focus on four aspects of fluid simulation methods for computer graphics: (1) particle level-set methods, (2) particle-based simulation, (3) methods for exact satisfaction of incompressibility constraint, and (4) GPU-based simulation. (1) Particle level-set methods evolve the surface of fluid by means of the zero-level set and a band of massless marker particles on both sides of it. The evolution of the zero-level set captures the surface in an approximate manner and the evolution of marker particles captures the fine details of the surface, and the zero-level set is modified based on the particle positions in each step of evolution. (2) Recently the particle-based Lagrangian approach to fluid simulation gains some popularity, because it automatically respects mass conservation and the difficulty of tracking the surface geometry has been somewhat addressed. (3) Until recently fluid simulation algorithm was dominated by approximate fractional step methods. They split the Navier-Stoke equation into two, so that the first one solves the equation without considering the incompressibility constraint and the second finds the pressure which satisfies the constraint. In this approach, the first step introduces error inevitably, producing numerical diffusion in solution. But recently exact fractional step methods without error have been developed by fluid mechanics scholars), and another method was introduced which satisfies the incompressibility constraint by formulating fluid in terms of vorticity field rather than velocity field (by computer graphics scholars). (4) Finally, I want to mention GPU implementation of fluid simulation, which takes advantage of the fact that discrete fluid equations can be solved in parallel.

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Non-fluid representation technique using fluid simulation (유체 시뮬레이션 기술을 이용한 비유체 표현기법)

  • Lee, Sung-Jun;Heo, Yeon-Jin;Shin, Byeong-Seok
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.4
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    • pp.51-61
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    • 2019
  • In this paper, we have implemented soil simulation using fluid simulation technology. A widely used NVIDIA FleX was used to represent the soil generated by excavation work. FleX is a particle-based physics simulation library that combines SPH (Smoothed-particle hydrodynamics) and Position Based Dynamics techniques. However, since the soil has not only fluid properties but also non-fluid properties, it is difficult to simulate with the functions provided by conventional FleX. In this study, we added a technique to simulate non-fluid behavior using existing Flex. This can lead to effective results improvement at low cost.

Preserving and Breakup for the Detailed Representation of Liquid Sheets in Particle-Based Fluid Simulations (입자 기반 유체 시뮬레이션에서 디테일한 액체 시트를 표현하기 위한 보존과 분해 기법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.1
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    • pp.13-22
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    • 2019
  • In this paper, we propose a new method to improve the details of the fluid surface by removing liquid sheets that are over-preserved in particle-based water simulation. A variety of anisotropic approaches have been proposed to address the surface noise problem, one of the chronic problems in particle-based fluid simulation. However, a method of stably expressing the preservation and breakup of the liquid sheet has not been proposed. We propose a new framework that can dynamically add and remove the water particles based on anisotropic kernel and density to simultaneously represent two features of liquid sheet preservation and breakup in particle-based fluid simulations. The proposed technique well represented the characteristics of a fluid sheet that was breakup by removing the excessively preserved liquid sheet in a particle-based fluid simulation approach. As a result, the quality of the liquid sheet was improved without noise.

Position Based Triangulation for High Performance Particle Based Fluid Simulation (위치 기반 삼각화를 이용한 입자 기반 유체 시뮬레이션 가속화 기법)

  • Hong, Manki;Im, Jaeho;Kim, Chang-Hun;Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.25-32
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    • 2017
  • This paper proposes a novel acceleration method for particle based large scale fluid simulation. Traditional particle-based fluid simulation has been implemented by interacting with physical quantities of neighbor particles through the Smoothed Particle Hydrodynamics(SPH) technique[1]. SPH method has the characteristic that there is no visible change compared to the computation amount in a part where the particle movement is small, such as a calm surface or inter-fluid. This becomes more prominent as the number of particles increases. Previous work has attempted to reduce the amount of spare computation by adaptively dividing each part of the fluid. In this paper, we propose a technique to calculate the motion of the entire particles by using the physical quantities of the near sampled particles by sampling the particles inside the fluid at regular intervals and using them as reference points of the fluid motion. We propose a technique to adaptively generate a triangle map based on the position of the sampled particles in order to efficiently search for nearby particles, and we have been able to interpolate the physical quantities of particles using the barycentric coordinate system. The proposed acceleration technique does not perform any additional correction for two classes of fluid particles. Our technique shows a large improvement in speed as the number of particles increases. The proposed technique also does not interfere with the fine movement of the fluid surface particles.

Real-time Flow Animation Techniques Using Computational Fluid Dynamics (전산유체역학을 이용한 실시간 유체 애니메이션 기술)

  • Kang Moon Koo
    • Journal of the Korean Society of Visualization
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    • v.2 no.2
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    • pp.8-15
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    • 2004
  • With all the recent progresses in computer hardware and software technology, the animation of fluids in real-time is still among the most challenging issues of computer graphics. The fluid animation is carried out in two steps - the physical simulation of fluids immediately followed by the visual rendering. The physical simulation is usually accomplished by numerical methods utilizing the particle dynamics equations as well as the fluid mechanics based on the Navier-Stokes equations. Particle dynamics method is usually fast in calculation, but the resulting fluid motion is conditionally unrealistic. The methods using Navier-Stokes equation, on the contrary, yield lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. This article presents a rapid fluid animation method by using the continuum-based fluid mechanics and the enhanced particle dynamics equations. For real-time rendering, pre-integrated volume rendering technique was employed. The proposed method can create realistic fluid effects that can interact with the viewer in action, to be used in computer games, performances, installation arts, virtual reality and many similar multimedia applications.

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Vortex Particle Turbulence for Fluid Simulation (유체 시뮬레이션의 격자 내 상세도 향상을 위한 와류 입자 혼합 기법)

  • Yoon, Jong-Chul;Hong, Jeong-Mo;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.1-5
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    • 2008
  • In this paper, we propose an efficient technique for improving the grid based fluid simulation by sub-grid visuals. The detailed turbulency generated efficiently by Vortex Particle Method are blended with the flow fields coming from the traditional incompressible Navier-Stokes solver. The algorithm enables large- and small- scale detail to be edited separately.

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Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids (SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션)

  • Kim, Seokyeol;Park, Jinah
    • Journal of the Korean Society of Visualization
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    • v.15 no.1
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    • pp.32-40
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    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.

DISCRETE PARTICLE SIMULATION OF DENSE PHASE PARTICULATE FLOWS

  • Tsuji Y.
    • 한국전산유체공학회:학술대회논문집
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    • 2005.10a
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    • pp.11-19
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    • 2005
  • First, methods of numerical analysis of gas-particle flows is classified into micro, meso and macro scale approaches based on the concept of multi-scale mechanics. Next, the explanation moves on to discrete particle simulation where motion of individual particles is calculated numerically using the Newtonian equations of motion. The author focuses on the cases where particle-to-particle interaction has significant effects on the phenomena. Concerning the particle-to-particle interaction, two cases are considered: the one is collision-dominated flows and the other is the contact-dominated flows. To treat this interaction mathematically, techniques named DEM(Distinct Element Method) or DSMC (Direct Simulation Monte Carlo) have been developed DEM, which has been developed in the field of soil mechanics, is useful for the contact -dominated flows and DSMC method, developed in molecular gas flows, is for the collision-dominated flows. Combining DEM or DSMC with CFD (computer fluid dynamics), the discrete particle simulation becomes a more practical tool for industrial flows because not only the particle-particle interaction but particle-fluid interaction can be handled. As examples of simulations, various results are shown, such as hopper flows, particle segregation phenomena, particle mixing in a rotating drum, dense phase pneumatic conveying, spouted bed, dense phase fluidized bed, fast circulating fluidized bed and so on.

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Numerical Simulation for an Air-Solid Two-Phase Flow in a Vertical Pipe (기체 흐름에 고체입자가 섞인 파이프 내의 이상유동에 대한 수치 해석)

  • Pak S. I.;Chang K. S.
    • 한국전산유체공학회:학술대회논문집
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    • 2002.10a
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    • pp.41-46
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    • 2002
  • A numerical simulation was made to determine the motion of particles in the fluid. The simulation is based on the Eulerian-Lagrangian method. The fluid motion was solved using a PISO-based finite-element method and a $\kappa-\epsilon$ model of turbulence. In the Lagrangian method for the solid phase, the trajectories of particles are calculated by integrating the equations of motion of a single Particle, and the collision between particles are taken into account. The influence of particles on the fluid phase is taken into account by introducing source terms in the Eulerian equations govering the fluid flow. It is known as the particle-source-in-cell (PSIC) method. Also, the turbulent effect in the particles and fluid notion is considered. The numerical results were compared with the experiment for a two-phase flow in a vertical pipe.

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Towards development of a reliable fully-Lagrangian MPS-based FSI solver for simulation of 2D hydroelastic slamming

  • Khayyer, Abbas;Gotoh, Hitoshi;Falahaty, Hosein;Shimizu, Yuma;Nishijima, Yusuke
    • Ocean Systems Engineering
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    • v.7 no.3
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    • pp.299-318
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    • 2017
  • The paper aims at illustrating several key issues and ongoing efforts for development of a reliable fully-Lagrangian particle-based solver for simulation of hydroelastic slamming. Fluid model is founded on the solution of Navier-Stokes along with continuity equations via an enhanced version of a projection-based particle method, namely, Moving Particle Semi-implicit (MPS) method. The fluid model is carefully coupled with a structure model on the basis of conservation of linear and angular momenta for an elastic solid. The developed coupled FSI (Fluid-Structure Interaction) solver is applied to simulations of high velocity impact of an elastic aluminum wedge and hydroelastic slammings of marine panels. Validations are made both qualitatively and quantitatively in terms of reproduced pressure as well as structure deformation. Several remaining challenges as well as important key issues are highlighted. At last, a recently developed multi-scale MPS method is incorporated in the developed FSI solver towards enhancement of its adaptivity.