177 research outputs found

    A Fast Simulation Method Using SPH and Wavelet for Turbulent Flow

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    20th International Conference on Artificial Reality and Telexiste+G25+H25:J25+H25:H25:S25This paper presents a fast simulation method for turbulent flow which uses a particle method and wavelet analysis. To simulate fluid flow, the method uses smoothed particle hydrodynamics (SPH), which discretizes the fluid into a collection of particles, and detects regions where turbulent flow will occur by using wavelet analysis without a spatial grid. By taking the curl of wavelet noise, the turbulent flow is then appended as a divergence-free turbulence velocity field. Additionally, by using a particle splitting, which characterize the vortex features of turbulence, a sub-particle-scale representation of turbulent flow is proposed. Implementing almost all processes on a graphics processing unit (GPU), simulations are performed in near real tim

    An improved SPH scheme for cosmological simulations

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    We present an implementation of smoothed particle hydrodynamics (SPH) with improved accuracy for simulations of galaxies and the large-scale structure. In particular, we combine, implement, modify and test a vast majority of SPH improvement techniques in the latest instalment of the GADGET code. We use the Wendland kernel functions, a particle wake-up time-step limiting mechanism and a time-dependent scheme for artificial viscosity, which includes a high-order gradient computation and shear flow limiter. Additionally, we include a novel prescription for time-dependent artificial conduction, which corrects for gravitationally induced pressure gradients and largely improves the SPH performance in capturing the development of gas-dynamical instabilities. We extensively test our new implementation in a wide range of hydrodynamical standard tests including weak and strong shocks as well as shear flows, turbulent spectra, gas mixing, hydrostatic equilibria and self-gravitating gas clouds. We jointly employ all modifications; however, when necessary we study the performance of individual code modules. We approximate hydrodynamical states more accurately and with significantly less noise than standard SPH. Furthermore, the new implementation promotes the mixing of entropy between different fluid phases, also within cosmological simulations. Finally, we study the performance of the hydrodynamical solver in the context of radiative galaxy formation and non-radiative galaxy cluster formation. We find galactic disks to be colder, thinner and more extended and our results on galaxy clusters show entropy cores instead of steadily declining entropy profiles. In summary, we demonstrate that our improved SPH implementation overcomes most of the undesirable limitations of standard SPH, thus becoming the core of an efficient code for large cosmological simulations.Comment: 21 figures, 2 tables, accepted to MNRA

    Magnetic Field Amplification in Galaxy Clusters and its Simulation

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    We review the present theoretical and numerical understanding of magnetic field amplification in cosmic large-scale structure, on length scales of galaxy clusters and beyond. Structure formation drives compression and turbulence, which amplify tiny magnetic seed fields to the microGauss values that are observed in the intracluster medium. This process is intimately connected to the properties of turbulence and the microphysics of the intra-cluster medium. Additional roles are played by merger induced shocks that sweep through the intra-cluster medium and motions induced by sloshing cool cores. The accurate simulation of magnetic field amplification in clusters still poses a serious challenge for simulations of cosmological structure formation. We review the current literature on cosmological simulations that include magnetic fields and outline theoretical as well as numerical challenges.Comment: 60 pages, 19 Figure

    Towards a solution of the closure problem for convective atmospheric boundary-layer turbulence

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    We consider the closure problem for turbulence in the dry convective atmospheric boundary layer (CBL). Transport in the CBL is carried by small scale eddies near the surface and large plumes in the well mixed middle part up to the inversion that separates the CBL from the stably stratified air above. An analytically tractable model based on a multivariate Delta-PDF approach is developed. It is an extension of the model of Gryanik and Hartmann [1] (GH02) that additionally includes a term for background turbulence. Thus an exact solution is derived and all higher order moments (HOMs) are explained by second order moments, correlation coefficients and the skewness. The solution provides a proof of the extended universality hypothesis of GH02 which is the refinement of the Millionshchikov hypothesis (quasi- normality of FOM). This refined hypothesis states that CBL turbulence can be considered as result of a linear interpolation between the Gaussian and the very skewed turbulence regimes. Although the extended universality hypothesis was confirmed by results of field measurements, LES and DNS simulations (see e.g. [2-4]), several questions remained unexplained. These are now answered by the new model including the reasons of the universality of the functional form of the HOMs, the significant scatter of the values of the coefficients and the source of the magic of the linear interpolation. Finally, the closures 61 predicted by the model are tested against measurements and LES data. Some of the other issues of CBL turbulence, e.g. familiar kurtosis-skewness relationships and relation of area coverage parameters of plumes (so called filling factors) with HOM will be discussed also

    Iterative Solvers for Physics-based Simulations and Displays

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    La génération d’images et de simulations réalistes requiert des modèles complexes pour capturer tous les détails d’un phénomène physique. Les équations mathématiques qui composent ces modèles sont compliquées et ne peuvent pas être résolues analytiquement. Des procédures numériques doivent donc être employées pour obtenir des solutions approximatives à ces modèles. Ces procédures sont souvent des algorithmes itératifs, qui calculent une suite convergente vers la solution désirée à partir d’un essai initial. Ces méthodes sont une façon pratique et efficace de calculer des solutions à des systèmes complexes, et sont au coeur de la plupart des méthodes de simulation modernes. Dans cette thèse par article, nous présentons trois projets où les algorithmes itératifs jouent un rôle majeur dans une méthode de simulation ou de rendu. Premièrement, nous présentons une méthode pour améliorer la qualité visuelle de simulations fluides. En créant une surface de haute résolution autour d’une simulation existante, stabilisée par une méthode itérative, nous ajoutons des détails additionels à la simulation. Deuxièmement, nous décrivons une méthode de simulation fluide basée sur la réduction de modèle. En construisant une nouvelle base de champ de vecteurs pour représenter la vélocité d’un fluide, nous obtenons une méthode spécifiquement adaptée pour améliorer les composantes itératives de la simulation. Finalement, nous présentons un algorithme pour générer des images de haute qualité sur des écrans multicouches dans un contexte de réalité virtuelle. Présenter des images sur plusieurs couches demande des calculs additionels à coût élevé, mais nous formulons le problème de décomposition des images afin de le résoudre efficacement avec une méthode itérative simple.Realistic computer-generated images and simulations require complex models to properly capture the many subtle behaviors of each physical phenomenon. The mathematical equations underlying these models are complicated, and cannot be solved analytically. Numerical procedures must thus be used to obtain approximate solutions. These procedures are often iterative algorithms, where an initial guess is progressively improved to converge to a desired solution. Iterative methods are a convenient and efficient way to compute solutions to complex systems, and are at the core of most modern simulation methods. In this thesis by publication, we present three papers where iterative algorithms play a major role in a simulation or rendering method. First, we propose a method to improve the visual quality of fluid simulations. By creating a high-resolution surface representation around an input fluid simulation, stabilized with iterative methods, we introduce additional details atop of the simulation. Second, we describe a method to compute fluid simulations using model reduction. We design a novel vector field basis to represent fluid velocity, creating a method specifically tailored to improve all iterative components of the simulation. Finally, we present an algorithm to compute high-quality images for multifocal displays in a virtual reality context. Displaying images on multiple display layers incurs significant additional costs, but we formulate the image decomposition problem so as to allow an efficient solution using a simple iterative algorithm

    Lagrangian Neural Style Transfer for Fluids

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    Artistically controlling the shape, motion and appearance of fluid simulations pose major challenges in visual effects production. In this paper, we present a neural style transfer approach from images to 3D fluids formulated in a Lagrangian viewpoint. Using particles for style transfer has unique benefits compared to grid-based techniques. Attributes are stored on the particles and hence are trivially transported by the particle motion. This intrinsically ensures temporal consistency of the optimized stylized structure and notably improves the resulting quality. Simultaneously, the expensive, recursive alignment of stylization velocity fields of grid approaches is unnecessary, reducing the computation time to less than an hour and rendering neural flow stylization practical in production settings. Moreover, the Lagrangian representation improves artistic control as it allows for multi-fluid stylization and consistent color transfer from images, and the generality of the method enables stylization of smoke and liquids likewise.Comment: ACM Transaction on Graphics (SIGGRAPH 2020), additional materials: http://www.byungsoo.me/project/lnst/index.htm

    Analysis of Damping From Vertical Sloshing in a SDOF System

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    The effect of the sloshing motion of liquid in a tank on the vertical transient motion of a single degree of freedom system is investigated. Step release tests of a vertically vibrating structure, including a tank containing liquid, demonstrate that added damping from the sloshing motion depends upon the amount of fluid in the tank and the maximum acceleration. The maximum amount of damping was observed at a 50% fill level and the system showed three distinct response regimes during the transient decay, all related to different motions of the fluid. The first response regime, immediately at the start of the transient, is considered to be the most important to exploit for aircraft gust loads alleviation due to its dominant role in the overall energy dissipation balance. Further, to advance the understanding of the modelling and predictive capabilities, coupled fluid-structure models of two opposing levels of fidelity were developed and evaluated. Namely, smoothed particle hydrodynamics (SPH) and an equivalent mechanical model (EMM) based on a bouncing ball model were considered to represent the fluid motion in the tank during the experiment. Both models are shown to provide good predictive capability in the initial impacting sloshing mode while the subsequent flow regime can be predicted with the SPH model only. The findings in this paper open routes towards improved coupled fluid-structure models and their use in improved aeroelastic wing design
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