4,717 research outputs found
Fast Hydraulic Erosion Simulation and Visualization on GPU
International audienceNatural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we present a new method to model the hydraulic erosion phenomenon which runs at interactive rates on today's computers. The method is based on the velocity field of the running water, which is created with an efficient shallow-water fluid model. The velocity field is used to calculate the erosion and deposition process, and the sediment transportation process. The method has been carefully designed to be implemented totally on GPU, and thus takes full advantage of the parallelism of current graphics hardware. Results from experiments demonstrate that our method is effective and efficient. It can create realistic erosion effects by rainfall and river flows, and produce fast simulation results for terrains with large sizes
Hydrological controls of in situ preservation of waterlogged archaeological deposits
Environmental change caused by urban development, land drainage, agriculture or climate change may result in accelerated decay of
in situ archaeological remains. This paper reviews research into impacts of environmental change on hydrological processes of relevance
to preservation of archaeological remains in situ. It compares work at rural sites with more complex urban environments. The research
demonstrates that both the quantity and quality of data on preservation status, and hydrological and chemical parameters collected during
routine archaeological surveys need to be improved. The work also demonstrates the necessity for any archaeological site to be placed
within its topographic and geological context. In order to understand preservation potential fully, it is necessary to move away from
studying the archaeological site as an isolated unit, since factors some distance away from the site of interest can be important for
determining preservation. The paper reviews what is known about the hydrological factors of importance to archaeological preservation
and recommends research that needs to be conducted so that archaeological risk can be more adequately predicted and mitigated. Any
activity that changes either source pathways or the dominant water input may have an impact not just because of changes to the water
balance or the water table, but because of changes to water chemistry. Therefore, efforts to manage threatened waterlogged environments
must consider the chemical nature of the water input into the system. Clearer methods of assessing the degree to which buried
archaeological sites can withstand changing hydrological conditions are needed, in addition to research which helps us understand what
triggers decay and what controls thresholds of response for different sediments and types of artefact
Large-Scale Water Simulation in Games
Water is an important element in the nature. It is also often encountered in digital games and other virtual environments, but unfortunately interaction with it is typically very limited. The main reason for this is probably the immense computational cost of simulating water behavior. Simulating water and other fluids by numerically solving emph{Navier-Stokes equations} is commonplace for offline engineering applications such as bridge building, weather prediction, or aeronautics. Since the 1990s, these methods have also been applied to computer graphics, but the focus has been in offline applications such as movie special effects. Recent advances in programmable graphics hardware have facilitated real-time fluid simulation in a large enough scale to be applicable in games. This far these methods have been mostly used in games only for visual purposes. This thesis is motivated by the wish to see more games where also the gameplay is affected by water simulation.The first part of this thesis studies the roles of interactive water in different kinds of games. Requirements for water simulation methods are formulated by examining those roles. The thesis then introduces some background theory and various methods for water simulation. The focus is in heightfield-based methods, which simplify the problem by assuming that the water surface can be represented as a vertical displacement from a neutral level. This assumption allows very large amounts of water to be simulated with the very limited resources available for this purpose in a typical game. Most of these methods work on a heightfield terrain and can be enriched with fully 3D effects such as splashes and waterfalls by adding a particle simulation system.An important problem is coupling the water simulation with existing rigid body simulations that are largely used for the dynamics of game objects. The coupling includes effects such as floating, objects moving with the flow, and building dams out of bodies. The thesis introduces a new heightfield-based coupling method, which allows the building of dams from rigid bodies in the heightfield context, unlike the previous approaches. The proposed methods, including the underlying water simulation method and visualization, were implemented in parallel using graphics processing units. The methods were found to be fast enough to be applicable in games.Finally, the most promising current simulation methods are compared from a games point-of-view using the criteria set in the beginning: performance, simplicity, visual quality, richness of behavior, and rigid body coupling. Since quality of experience is a subjective matter, user tests are recommended for comparison. Included in the thesis is one of the first such studies, which found out that leaving out the velocity self-advection step of a shallow water equation solver had no statistically significant effect on any of the measured psychological impacts. Based on the analysis, recommendations for the choice of simulation methods are given for different kinds of games
Optimisation of geothermal resources in urban areas
L'abstract è presente nell'allegato / the abstract is in the attachmen
A comparison of three dual drainage models: Shallow Water vs Local Inertial vs Diffusive Wave
This is the author accepted manuscript. The final version is available from IWA Publishing via the DOI in this record.In this study we compared three overland flow models, a full dynamic model (SWE), a local
inertial equations model (GWM), and a diffusive wave model (PDWAVE). The three models are
coupled with the same full dynamic sewer network model (SIPSON). We adopted the volume
exchange between sewer and overland flow models, and the hydraulic head and discharge
rates at the linked manholes to evaluate differences between the models. For that purpose we
developed a novel methodology based on RGB scale. The test results of a real case study show
a close agreement between coupled models in terms of the extents of flooding, depth and
volume exchanged, despite highly complex flows and geometries. The diffusive wave model
gives slightly higher maximum flood depths and a slower propagation of the flood front when
compared to the other two models. The Local inertial model shows to slight extent higher
depths downstream as the wave front is slower than the one in the fully dynamic model.
Overall, the simplified overland models can produce comparable results to fully dynamic
models with less computational costThis research is partially funded by the FCT
(Portuguese Foundation for Science and Technology) through the Doctoral Grant
SFRH/BD/81869/2011 financed through the POPH/FSE program (Programa Operacional
Potencial Humano/Fundo Social Europeu). This study had the support of the Portuguese
Foundation for Science and Technology (FCT) Project UID/MAR/04292/2013 and the UK’s
Natural Environment Research Council (NERC) Project Susceptibility of catchments to INTense
RAinfall and flooding (SINATRA, NE/K008765/1)
Policies drain the North China Plain: Agricultural policy and groundwater depletion in Luancheng County, 1949-2000
Agricultural production / Groundwater / Aquifers / Water shortage / Irigation efficiency / Agricultural policy / Crop production / Wastewaters / Water management / Hydrology / Economic development / Crop yield / Cotton / Wheat / Sprinkler irrigation / Water conservation / Water use efficiency / Pumping / Water balance / Vegetables / Rural economy / Irrigated framing
Shallow waters simulation
Dissertação de mestrado integrado em Informatics EngineeringRealistic simulation and rendering of water in real-time is a challenge within the field of computer graphics, as it
is very computationally demanding. A common simulation approach is to reduce the problem from 3D to 2D by
treating the water surface as a 2D heightfield. When simulating 2D fluids, the Shallow Water Equations (SWE)
are often employed, which work under the assumption that the water’s horizontal scale is much greater than it’s
vertical scale.
There are several methods that have been developed or adapted to model the SWE, each with its own advantages
and disadvantages. A common solution is to use grid-based methods where there is the classic approach
of solving the equations in a grid, but also the Lattice-Boltzmann Method (LBM) which originated from the field of
statistical physics. Particle based methods have also been used for modeling the SWE, namely as a variation of
the popular Smoothed-Particle Hydrodynamics (SPH) method.
This thesis presents an implementation for real-time simulation and rendering of a heightfield surface water
volume. The water’s behavior is modeled by a grid-based SWE scheme with an efficient single kernel compute
shader implementation.
When it comes to visualizing the water volume created by the simulation, there are a variety of effects that
can contribute to its realism and provide visual cues for its motion. In particular, When considering shallow water,
there are certain features that can be highlighted, such as the refraction of the ground below and corresponding
light attenuation, and the caustics patterns projected on it.
Using the state produced by the simulation, a water surface mesh is rendered, where set of visual effects are
explored. First, the water’s color is defined as a combination of reflected and transmitted light, while using a Cook-
Torrance Bidirectional Reflectance Distribution Function (BRDF) to describe the Sun’s reflection. These results
are then enhanced by data from a separate pass which provides caustics patterns and improved attenuation
computations. Lastly, small-scale details are added to the surface by applying a normal map generated using
noise.
As part of the work, a thorough evaluation of the developed application is performed, providing a showcase of
the results, insight into some of the parameters and options, and performance benchmarks.Simulação e renderização realista de água em tempo real é um desafio dentro do campo de computação gráfica,
visto que é muito computacionalmente exigente. Uma abordagem comum de simulação é de reduzir o problema
de 3D para 2D ao tratar a superfície da água como um campo de alturas 2D. Ao simular fluidos em 2D, é
frequente usar as equações de águas rasas, que funcionam sobre o pressuposto de que a escala horizontal da
água é muito maior que a sua escala vertical.
Há vários métodos que foram desenvolvidos ou adaptados para modelar as equações de águas rasas, cada
uma com as suas vantagens e desvantagens. Uma solução comum é utilizar métodos baseados em grelhas
onde existe a abordagem clássica de resolver as equações numa grelha, mas também existe o método de Lattice
Boltzmann que originou do campo de física estatística. Métodos baseados em partículas também já foram
usados para modelar as equações de águas rasas, nomeadamente como uma variação do popular método de
SPH.
Esta tese apresenta uma implementação para simulação e renderização em tempo real de um volume de
água com uma superfície de campo de alturas. O comportamento da água é modelado por um esquema de
equações de águas rasas baseado na grelha com uma implementação eficiente de um único kernel de compute
shader.
No que toca a visualizar o volume de água criado pela simulação, existe uma variedade de efeitos que podem
contribuir para o seu realismo e fornecer dicas visuais sobre o seu movimento. Ao considerar águas rasas, existem
certas características que podem ser destacadas, como a refração do terreno por baixo e correspondente
atenuação da luz, e padrões de cáusticas projetados nele.
Usando o estado produzido pela simulação, uma malha da superfície da água é renderizada, onde um conjunto
de efeitos visuais são explorados. Em primeiro lugar, a cor da água é definida como uma combinação de
luz refletida e transmitida, sendo que uma BRDF de Cook-Torrance é usada para descrever a reflexão do Sol.
Estes resultados são depois complementados com dados gerados num passo separado que fornece padrões
de cáusticas e melhora as computações de atenuação. Por fim, detalhes de pequena escala são adicionados à
superfície ao aplicar um mapa de normais gerado com ruído.
Como parte do trabalho desenvolvido, é feita uma avaliação detalhada da aplicação desenvolvida, onde é apresentada
uma demonstração dos resultados, comentários sobre alguns dos parâmetros e opções, e referências
de desempenho
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TAO Conceptual Design Report: A Precision Measurement of the Reactor Antineutrino Spectrum with Sub-percent Energy Resolution
The Taishan Antineutrino Observatory (TAO, also known as JUNO-TAO) is a
satellite experiment of the Jiangmen Underground Neutrino Observatory (JUNO). A
ton-level liquid scintillator detector will be placed at about 30 m from a core
of the Taishan Nuclear Power Plant. The reactor antineutrino spectrum will be
measured with sub-percent energy resolution, to provide a reference spectrum
for future reactor neutrino experiments, and to provide a benchmark measurement
to test nuclear databases. A spherical acrylic vessel containing 2.8 ton
gadolinium-doped liquid scintillator will be viewed by 10 m^2 Silicon
Photomultipliers (SiPMs) of >50% photon detection efficiency with almost full
coverage. The photoelectron yield is about 4500 per MeV, an order higher than
any existing large-scale liquid scintillator detectors. The detector operates
at -50 degree C to lower the dark noise of SiPMs to an acceptable level. The
detector will measure about 2000 reactor antineutrinos per day, and is designed
to be well shielded from cosmogenic backgrounds and ambient radioactivities to
have about 10% background-to-signal ratio. The experiment is expected to start
operation in 2022
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