• 제목/요약/키워드: Particle-based simulation

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

  • 정문열
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 2009년 추계학술대회논문집
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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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시뮬레이션 최적화 문제 해결을 위한 이산 입자 군집 최적화에서 샘플수와 개체수의 효과 (The Effect of Sample and Particle Sizes in Discrete Particle Swarm Optimization for Simulation-based Optimization Problems)

  • 임동순
    • 산업경영시스템학회지
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    • 제40권1호
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    • pp.95-104
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    • 2017
  • This paper deals with solution methods for discrete and multi-valued optimization problems. The objective function of the problem incorporates noise effects generated in case that fitness evaluation is accomplished by computer based experiments such as Monte Carlo simulation or discrete event simulation. Meta heuristics including Genetic Algorithm (GA) and Discrete Particle Swarm Optimization (DPSO) can be used to solve these simulation based multi-valued optimization problems. In applying these population based meta heuristics to simulation based optimization problem, samples size to estimate the expected fitness value of a solution and population (particle) size in a generation (step) should be carefully determined to obtain reliable solutions. Under realistic environment with restriction on available computation time, there exists trade-off between these values. In this paper, the effects of sample and population sizes are analyzed under well-known multi-modal and multi-dimensional test functions with randomly generated noise effects. From the experimental results, it is shown that the performance of DPSO is superior to that of GA. While appropriate determination of population sizes is more important than sample size in GA, appropriate determination of sample size is more important than particle size in DPSO. Especially in DPSO, the solution quality under increasing sample sizes with steps is inferior to constant or decreasing sample sizes with steps. Furthermore, the performance of DPSO is improved when OCBA (Optimal Computing Budget Allocation) is incorporated in selecting the best particle in each step. In applying OCBA in DPSO, smaller value of incremental sample size is preferred to obtain better solutions.

DISCRETE PARTICLE SIMULATION OF DENSE PHASE PARTICULATE FLOWS

  • Tsuji Y.
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 2005년도 추계 학술대회논문집
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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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Particle-based simulation of proton therapy for QA

  • Yasuoka, Kiyoshi
    • 한국의학물리학회:학술대회논문집
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    • 한국의학물리학회 1999년도 Japanese Journal of Medical Physics
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    • pp.69-72
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    • 1999
  • We present a method of quality assurance (QA) for dose and dose distribution anticipated in treatment planning at proton therapy using a particle-based simulation method.

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Development of a Platform for Realistic Garment Drape Simulation

  • Kim, Sung-Min;Park, Chang-Kyu
    • Fibers and Polymers
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    • 제7권4호
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    • pp.436-441
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    • 2006
  • An integrated platform for garment drape simulation system has been developed. In this system, garment patterns from conventional two-dimensional CAD systems can be assembled into a three-dimensional garment on a parametrically resizable realistic human body model. A fast and robust particle-based physical calculation engine has been developed for garment shape generation. Then a series of geometric and graphical techniques were applied to create realistic impressions on simulated garments. This system can be used as the rapid prototyping tool for garments in the future quick-response system.

입자 기반 유동 시뮬레이션의 렌더링 기술 개발 (Development of Rendering Techniques for Particle-based Flow Simulation)

  • 이병혁;박종천;장영수;김상현
    • 한국해양공학회지
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    • 제23권1호
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    • pp.38-42
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    • 2009
  • Recently, various particle based simulation techniques, which solve the Navier Stokes and continuity equations, have been developed and applied to complicated engineering problems. However, although progress is being made on their visualization or rendering techniques, these are still insufficient. In this study, to render a smooth configuration for a free surface, a rendering technique was developed that included the generation of density fields from the location information for simulated particles and the creation model for a polygonal surface. The developed rendering technique was applied to the visualization of a dynamic free surface flow interacting with a structure using a particle based simulation technique.

등가 구형입자를 이용한 DEM에서의 골재 슬럼프 실험 모사 (Simulation of Aggregate Slump Test Using Equivalent Sphere Particle in DEM)

  • 윤태영;안상혁;남정희;유평준
    • 한국도로학회논문집
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    • 제15권5호
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    • pp.21-29
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    • 2013
  • PURPOSES: Simulation of aggregate slump test using equivalent sphere particle in DEM and its validity evaluation against lab aggregate slump test METHODS : In this research, aggregate slump tests are performed and compared with DEM simulation. To utilize spheric particles in YADE, equivalent sphere diameter concept is applied. As verification measures, the volume in slump cone filled with aggregate is used and it is compared with volume in slump cone filled with equivalent sphere particle. Slump height and diameter are also used to evaluate the suggested numerical method with equivalent concept RESULTS : Simulation test results show good agrement with lab test results in terms of loose packing volume, height and diameter of slumped particle clump. CONCLUSIONS : It is concluded that numerical simulation using DEM is applicable to evaluate the effect of aggregate morphological property in loose packing and optimum gradation determination based on the aggregate slump test simulation result.

OpenGL과 Unity간의 GPU를 이용한 Particle Simulation의 성능 비교 (Performance Comparison of Particle Simulation Using GPU Between OpenGL and Unity)

  • 김민상;성낙준;최유주;홍민
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제6권10호
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    • pp.479-486
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    • 2017
  • 최근 GPGPU를 이용하여 저하된 컴퓨터 성능 향상폭을 높일 수 있게 되었고, 이로 인하여 높은 연산을 요구로 하는 물리 기반의 실시간 시뮬레이션을 PC에서 구동할 수 있게 되었다. 물리 시뮬레이션에서 적용되는 물리 계산은 병렬 처리로 수행되어질 수 있으며, 최근 OpenGL 4.3 및 Unity4.0에서 지원되는 Compute shader를 통한 병렬 연산을 이용하면 효율적으로 구동할 수 있다. 본 논문에서는 다양한 플랫폼을 지원하는 디지털 콘텐츠 제작 툴인 Unity와 다양한 플랫폼에서 구동되어지는 OpenGL에서의 실시간 물리 시뮬레이션에서의 성능을 측정 및 비교한다. 본 논문에서 particle 시뮬레이션의 실험 결과 Unity를 이용한 particle 시뮬레이션이 OpenGL을 이용한 particle 시뮬레이션에 비해 최대 136.04% 빠른 성능을 보인다. 이를 통하여 추후 멀티 플랫폼을 지원하는 디지털 콘텐츠를 제작함에 있어 더 나은 개발 도구를 선정할 수 있을 것으로 기대된다.

연기 파티클에 대한 포톤 매핑 기반의 렌더링 기법 (Photon Mapping-Based Rendering Technique for Smoke Particles)

  • 송기동;임인성
    • 한국컴퓨터그래픽스학회논문지
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    • 제14권4호
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    • pp.7-18
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    • 2008
  • 연기와 같은 유체의 모습을 영화나 애니메이션에서의 특수 효과에 활용하기 위해는 연기를 사실적으로 모델링하는 과정과 모델링 된 연기 내부에서의 빛의 흐름이 잘 반영된 렌더링 과정이 필요하다. 컴퓨터 그래픽스 분야에서는 연기 모델링의 사실성을 살리기 위해 물리 기반의 유체 시뮬레이션 기법을 많이 차용하고 있는데, 그동안 시뮬레이션 기법으로 주로 연구되어 온, 격자 기반의 Euler 방법과는 근본적으로 다른, 파티클 기반의 Lagrange 방법이 시뮬레이션 단계에서 얻을 수 있는 장점 때문에 최근 관심이 높아지고 있다. 연기 렌더링은 연기 모델링 방법에 종속적일 수밖에 없으므로, 결과적으로 격자 기반의 시뮬레이션 결과에 대한 렌더링 방법은 많이 연구되고 있는 데 비해, 파티클 형태로 산출된 연기 데이터에 대하여 사실적인 영상을 생성해주는 랜더링 기술에 대한 연구는 아직 부족한 상황이다. 이에, 본 논문에서는 Lagrange 기법을 적용하여 생성한 파티클 집합 형태의 연기 시뮬레이션 데이터를 사실적으로 렌더링하기 위해, 전역 조영을 위한 최신 랜더링 기술인 포톤 매핑 기법을 파티클 데이터에 맞게 변형 및 확장한 파티클맵 기법을 소개하고, 개선된 파티클템 기법을 제시하여, 기존 연구와의 차이점을 보여준다. 또한 렌더링 과정에서 효율성을 높이기 위해 볼륨 렌더링 방정식의 다중 산란 항을 미리 계산하는 광도맵이라는 방법을 제시한다.

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파손된 탱크의 기름 유출량 산정을 위한 2차원 입자법 시뮬레이션 (Prediction of Oil Amount Leaked from Damaged Tank Using 2-dimensional Particle Simulation)

  • 남정우;황성철;박종천
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 2011년 춘계학술대회논문집
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    • pp.278-285
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    • 2011
  • In the present study, the numerical prediction of the oil amount leaked from the hole of a damaged tank is investigated using the improved MPS (Moving Particle Semi-implicit) method, which was originally proposed by Koshizuka and Oka (1996) for incompressible flow. The governing equations, which consist of the continuity and Navier-Stokes equations, are solved by Lagrangian moving particles, and all terms expressed by differential operators should be replaced by the particle interaction models based on a Kernel function. The simulation results are validated though the comparison with the analytic solution based on Torricelli's equilibrium relation. Furthermore, a series of numerical simulations under the various conditions are performed in order to estimate more accurately the initial amount of leaked oil.

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