1,113 research outputs found

    Art Directed Fire-Hair Simulation

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    Fire simulation and hair simulation can be used to create stylized characters and character animation in movies. In this research a system was created whereby fire simulation was guided by hair simulation, which this thesis refers to as Fire-Hair. This simulation system was built inside Houdini, a professional software package widely used in the visual effects industry. The goal of this research was to develop a workflow that utilized velocity field generated by the hair simulation to drive the fire simulation, and to let simulated fire represent the shape and animation of hair strands. This simulation approach is packaged as a digital asset for future use, with all requisite modifiable parameters exposed to artists. About 20 hair strands were simulated to drive the fire simulation. Hair strand shapes were defined by curves created by the artist; these shapes remain modifiable after creation. Velocity fields which follow hair motion are used as a control field to affect the fire simulation. The final result shows both the physical appearance of fire as well as the shape and motion of hair. The approach was applied to several animated characters to verify reliability and ensure it was visually convincing and robust. The simulated results were rendered using the Houdini built-in render tool, Mantra

    Modelagem de um jato de gás usando simulações das grandes escalas em um código cfd de baixo momento

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    Orientador: Sávio Souza Venâncio ViannaDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia QuímicaResumo: A simulação numérica é de grande importância em diversas áreas da engenharia, tais como otimização e manutenção de processo químico, bem como na indústria do petróleo e segurança do processo. O Fire Dynamics Simulator (FDS) é um código de Fluidodinâmica Computacional com base na simulação das grandes escalas. Este foi desenvolvido pelo Instituto Nacional de Padrões e Tecnologia (NIST). O código FDS foi originalmente projetado para modelar baixo fluxo de velocidade comumente encontrados em cenários de incêndio. Assim, o FDS não é adequado para simulação de casos onde o número de Mach é elevado. Para superar esta limitação, este trabalho propõe um novo modelo dedicado às características próximas da saída do jato a fim de permitir o FDS simular cenários de jatos e dispersão de gás. A abordagem também reduz significativamente o tempo da simulação computacional. A ferramenta proposta é uma alternativa livre e confiável para a modelagem de dispersão de gás. Os resultados são amplamente discutidas e um estudo de caso de uma plataforma é apresentado. A comparação com os resultados experimentais, bem como um pacote CFD comercial mostram boa concordânciaAbstract: The numerical simulation is of great importance in various areas of engineering such as optimization and maintenance of chemical process, petroleum industry and process safety. The Fire Dynamics Simulator (FDS) is a Computational Fluid Dynamics (CFD) code based on Large Eddy Simulation (LES) modeling and developed by National Institute of Standards and Technology (NIST). FDS code was originally designed to model low speed flow commonly found in fire scenarios. Hence, FDS is not suitable for modeling high Mach number cases. To overcome this limitation this work proposes a novel model dedicated to the near field jet characteristics in order to enable FDS to simulate jet scenarios and gas dispersion. The approach also reduces the computational time significantly as far as turbulent jet flows are concerned. The proposed tool is a free and reliable alternative for gas dispersion modeling. Results are extensively discussed and case study for a typical offshore site is presented. Comparison with experimental results as well as commercial CFD package show good agreementMestradoSistemas de Processos Quimicos e InformaticaMestre em Engenharia Químic

    Modeling wildland fire radiance in synthetic remote sensing scenes

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    This thesis develops a framework for implementing radiometric modeling and visualization of wildland fire. The ability to accurately model physical and op- tical properties of wildfire and burn area in an infrared remote sensing system will assist efforts in phenomenology studies, algorithm development, and sensor evaluation. Synthetic scenes are also needed for a Wildland Fire Dynamic Data Driven Applications Systems (DDDAS) for model feedback and update. A fast approach is presented to predict 3D flame geometry based on real time measured heat flux, fuel loading, and wind speed. 3D flame geometry could realize more realistic radiometry simulation. A Coupled Atmosphere-Fire Model is used to de- rive the parameters of the motion field and simulate fire dynamics and evolution. Broad band target (fire, smoke, and burn scar) spectra are synthesized based on ground measurements and MODTRAN runs. Combining the temporal and spa- tial distribution of fire parameters, along with the target spectra, a physics based model is used to generate radiance scenes depicting what the target might look like as seen by the airborne sensor. Radiance scene rendering of the 3D flame includes 2D hot ground and burn scar cooling, 3D flame direct radiation, and 3D indirect reflected radiation. Fire Radiative Energy (FRE) is a parameter defined from infrared remote sensing data that is applied to determine the radiative energy released during a wildland fire. FRE derived with the Bi-spectral method and the MIR radiance method are applied to verify the fire radiance scene synthesized in this research. The results for the synthetic scenes agree well with published values derived from wildland fire images

    Tools for fluid simulation control in computer graphics

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    L’animation basée sur la physique peut générer des systèmes aux comportements complexes et réalistes. Malheureusement, contrôler de tels systèmes est une tâche ardue. Dans le cas de la simulation de fluide, le processus de contrôle est particulièrement complexe. Bien que de nombreuses méthodes et outils ont été mis au point pour simuler et faire le rendu de fluides, trop peu de méthodes offrent un contrôle efficace et intuitif sur une simulation de fluide. Étant donné que le coût associé au contrôle vient souvent s’additionner au coût de la simulation, appliquer un contrôle sur une simulation à plus haute résolution rallonge chaque itération du processus de création. Afin d’accélérer ce processus, l’édition peut se faire sur une simulation basse résolution moins coûteuse. Nous pouvons donc considérer que la création d’un fluide contrôlé peut se diviser en deux phases: une phase de contrôle durant laquelle un artiste modifie le comportement d’une simulation basse résolution, et une phase d’augmentation de détail durant laquelle une version haute résolution de cette simulation est générée. Cette thèse présente deux projets, chacun contribuant à l’état de l’art relié à chacune de ces deux phases. Dans un premier temps, on introduit un nouveau système de contrôle de liquide représenté par un modèle particulaire. À l’aide de ce système, un artiste peut sélectionner dans une base de données une parcelle de liquide animé précalculée. Cette parcelle peut ensuite être placée dans une simulation afin d’en modifier son comportement. À chaque pas de simulation, notre système utilise la liste de parcelles actives afin de reproduire localement la vision de l’artiste. Une interface graphique intuitive a été développée, inspirée par les logiciels de montage vidéo, et permettant à un utilisateur non expert de simplement éditer une simulation de liquide. Dans un second temps, une méthode d’augmentation de détail est décrite. Nous proposons d’ajouter une étape supplémentaire de suivi après l’étape de projection du champ de vitesse d’une simulation de fumée eulérienne classique. Durant cette étape, un champ de perturbations de vitesse non-divergent est calculé, résultant en une meilleure correspondance des densités à haute et à basse résolution. L’animation de fumée résultante reproduit fidèlement l’aspect grossier de la simulation d’entrée, tout en étant augmentée à l’aide de détails simulés.Physics-based animation can generate dynamic systems of very complex and realistic behaviors. Unfortunately, controlling them is a daunting task. In particular, fluid simulation brings up particularly difficult problems to the control process. Although many methods and tools have been developed to convincingly simulate and render fluids, too few methods provide efficient and intuitive control over a simulation. Since control often comes with extra computations on top of the simulation cost, art-directing a high-resolution simulation leads to long iterations of the creative process. In order to shorten this process, editing could be performed on a faster, low-resolution model. Therefore, we can consider that the process of generating an art-directed fluid could be split into two stages: a control stage during which an artist modifies the behavior of a low-resolution simulation, and an upresolution stage during which a final high-resolution version of this simulation is driven. This thesis presents two projects, each one improving on the state of the art related to each of these two stages. First, we introduce a new particle-based liquid control system. Using this system, an artist selects patches of precomputed liquid animations from a database, and places them in a simulation to modify its behavior. At each simulation time step, our system uses these entities to control the simulation in order to reproduce the artist’s vision. An intuitive graphical user interface inspired by video editing tools has been developed, allowing a nontechnical user to simply edit a liquid animation. Second, a tracking solution for smoke upresolution is described. We propose to add an extra tracking step after the projection of a classical Eulerian smoke simulation. During this step, we solve for a divergence-free velocity perturbation field resulting in a better matching of the low-frequency density distribution between the low-resolution guide and the high-resolution simulation. The resulting smoke animation faithfully reproduces the coarse aspect of the low-resolution input, while being enhanced with simulated small-scale details

    Visual modeling and simulation of multiscale phenomena

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    Many large-scale systems seen in real life, such as human crowds, fluids, and granular materials, exhibit complicated motion at many different scales, from a characteristic global behavior to important small-scale detail. Such multiscale systems are computationally expensive for traditional simulation techniques to capture over the full range of scales. In this dissertation, I present novel techniques for scalable and efficient simulation of these large, complex phenomena for visual computing applications. These techniques are based on a new approach of representing a complex system by coupling together separate models for its large-scale and fine-scale dynamics. In fluid simulation, it remains a challenge to efficiently simulate fine local detail such as foam, ripples, and turbulence without compromising the accuracy of the large-scale flow. I present two techniques for this problem that combine physically-based numerical simulation for the global flow with efficient local models for detail. For surface features, I propose the use of texture synthesis, guided by the physical characteristics of the macroscopic flow. For turbulence in the fluid motion itself, I present a technique that tracks the transfer of energy from the mean flow to the turbulent fluctuations and synthesizes these fluctuations procedurally, allowing extremely efficient visual simulation of turbulent fluids. Another large class of problems which are not easily handled by traditional approaches is the simulation of very large aggregates of discrete entities, such as dense pedestrian crowds and granular materials. I present a technique for crowd simulation that couples a discrete per-agent model of individual navigation with a novel continuum formulation for the collective motion of pedestrians. This approach allows simulation of dense crowds of a hundred thousand agents at near-real-time rates on desktop computers. I also present a technique for simulating granular materials, which generalizes this model and introduces a novel computational scheme for friction. This method efficiently reproduces a wide range of granular behavior and allows two-way interaction with simulated solid bodies. In all of these cases, the proposed techniques are typically an order of magnitude faster than comparable existing methods. Through these applications to a diverse set of challenging simulation problems, I demonstrate the benefits of the proposed approach, showing that it is a powerful and versatile technique for the simulation of a broad range of large and complex systems

    Aeronautical engineering: A continuing bibliography with indexes (supplement 253)

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    This bibliography lists 637 reports, articles, and other documents introduced into the NASA scientific and technical information system in May, 1990. Subject coverage includes: design, construction and testing of aircraft and aircraft engines; aircraft components, equipment and systems; ground support systems; and theoretical and applied aspects of aerodynamics and general fluid dynamics

    Evaluation of a Large Eddy Simulation's Applicability to a Worst Case Fire Scenario

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    The applicability of a large eddy simulation to a small scale turbulent flow problem is assessed by comparing modeled results to those recovered from a physical apparatus with the same geometry. The computational domain is that of a rearward facing step with a channel-width to step aspect ratio of2:1. The code utilized is LES-3d, and focus is placed on measuring the discrepancy between the recovered recirculation zone lengths when initial and boundary conditions of the virtual flow and duct are altered. It is found that the modeled results exceed the experimental by a factor of 2. These preliminary results point to the degree to which the user-specified parameters of upstream boundary conditions, inlet length, flow speed, flow profile, and computational domain resolution characterize and affect the simulated flow behavior. LES-3d's treatment of these crucial parameters is tested by performing additional experiments in a constant cross section straight duct with the same dimensions as the inlet to the previously mentioned rearward facing step. After looking into LES-3d's set of assumptions and means of incorporating the user's simulation preferences, a second set of simulations are executed with what are considered the optimal settings to guarantee the greatest degree of convergence between the experimental and modeled results. Findings indicate almost a 25% improvement in the recirculation zone measurements; however, other flow parameters such as the profile and boundary layer thickness are not maintained.This report serves as the computational portion of an ongoing study aimed at engineering a bench-scale apparatus to test the effectiveness of non-halogenated fire suppression agents in aircraft engines. The work is performed in cooperation with the National Institute of Standards and Technology, Gaithersburg, MD and the University of Maryland, College Park, MD

    Faculty of Engineering and Design. Research Review

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    STUDENTS AND ACADEMICS - This publication introduces you to the department or school and then each faculty member’s research areas, research applications, and their most recent activities. A comprehensive index can be found at the back of this publication to help guide you by specific areas of interest, as well as point out interdisciplinary topics and researchers. INDUSTRY LEADERS - This publication includes information regarding specific facilities, labs, and research areas of departments and schools as well as individual faculty members and researchers. A comprehensive index can be found at the back of this publication to help guide you by specific areas of interest, as well as point out interdisciplinary topics and researchers

    Aeronautical enginnering: A cumulative index to a continuing bibliography (supplement 312)

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    This is a cumulative index to the abstracts contained in NASA SP-7037 (301) through NASA SP-7073 (311) of Aeronautical Engineering: A Continuing Bibliography. NASA SP-7037 and its supplements have been compiled by the Center for AeroSpace Information of the National Aeronautics and Space Administration (NASA). This cumulative index includes subject, personal author, corporate source, foreign technology, contract number, report number, and accession number indexes
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