269 research outputs found

    An Immersed Boundary Geometric Preprocessor for Arbitrarily Complex Terrain and Geometry

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    There is a growing interest to apply the immersed boundary method to compute wind fields over arbitrarily complex terrain. The computer implementation of an immersed boundary module into an existing flow solver can be accomplished with minor modifications to the rest of the computer program. However, a versatile preprocessor is needed at the first place to extract the essential geometric information pertinent to the immersion of an arbitrarily complex terrain inside a 3D Cartesian mesh. Errors in the geometric information can negatively impact the correct implementation of the immersed boundary method as part of the solution algorithm. Additionally, the distance field from the terrain is needed to implement various subgrid-scale turbulence models and to initialize wind fields over complex terrain. Despite the popularity of the immersed boundary method, procedures used in the geometric preprocessing stage have received less attention. The present study found that concave and convex regions of complex terrain are particularly challenging to process with existing procedures discussed in the literature. To address this issue, a geometric preprocessor with a distance field solver was presented, and the solver demonstrated its versatility for arbitrarily complex geometry, terrain, and urban environments. The distance field solver uses the initial distance field at the immersed boundaries and propagates it to the rest of the domain by solving the Eikonal equation with the fast sweeping method

    Multi-Resolution Meshes for Feature-Aware Hardware Tessellation

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    International audienceHardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with maximal performances. However, owing to its fixed and uniform pattern, leveraging tessellation for feature-aware LOD rendering remains a challenging problem. We relax this fundamental constraint by introducing a new spatial and temporal blending mechanism of tessellation levels, which is built on top of a novel hierarchical representation of multi-resolution meshes. This mechanism allows to finely control topological changes so that vertices can be removed or added at the most appropriate location to preserve geometric features in a continuous and artifact-free manner. We then show how to extend edge-collapse based decimation methods to build feature-aware multi-resolution meshes that match the tessellation patterns. Our approach is fully compatible with current hardware tessellators and only adds a small overhead on memory consumption and tessellation cost

    The shallow water equations and their application to realistic cases

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    The numerical modelling of 2D shallow flows in complex geometries involving transient flow and movable boundaries has been a challenge for researchers in recent years. There is a wide range of physical situations of environmental interest, such as flow in open channels and rivers, tsunami and flood modelling, that can be mathematically represented by first-order non-linear systems of partial differential equations, whose derivation involves an assumption of the shallow water type. Shallow water models may include more sophisticated terms when applied to cases of not pure water floods, such as mud/debris floods, produced by landslides. Mud/debris floods are unsteady flow phenomena in which the flow changes rapidly, and the properties of the moving fluid mixture include stop and go mechanisms. The present work reports on a numerical model able to solve the 2D shallow water equations even including bed load transport over erodible bed in realistic situations involving transient flow and movable flow boundaries. The novelty is that it offers accurate and stable results in realistic problems since an appropriate discretization of the governing equations is performed. Furthermore, the present work is focused on the importance of the computational cost. Usually, the main drawback is the high computational effort required for obtaining accurate numerical solutions due to the high number of cells involved in realistic cases. However, the proposed model is able to reduce computer times by orders of magnitude making 2D applications competitive and practical for operational flood prediction. Moreover our results show that high performance code development can take advantage of general purpose and inexpensive Graphical Processing Units, allowing to run almost 100 times faster than old generation codes in some cases
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