63 research outputs found

    Lattice Boltzmann Liquid Simulations on Graphics Hardware

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    Fluid simulation is widely used in the visual effects industry. The high level of detail required to produce realistic visual effects requires significant computation. Usually, expensive computer clusters are used in order to reduce the time required. However, general purpose Graphics Processing Unit (GPU) computing has potential as a relatively inexpensive way to reduce these simulation times. In recent years, GPUs have been used to achieve enormous speedups via their massively parallel architectures. Within the field of fluid simulation, the Lattice Boltzmann Method (LBM) stands out as a candidate for GPU execution because its grid-based structure is a natural fit for GPU parallelism. This thesis describes the design and implementation of a GPU-based free-surface LBM fluid simulation. Broadly, our approach is to ensure that the steps that perform most of the work in the LBM (the stream and collide steps) make efficient use of GPU resources. We achieve this by removing complexity from the core stream and collide steps and handling interactions with obstacles and tracking of the fluid interface in separate GPU kernels. To determine the efficiency of our design, we perform separate, detailed analyses of the performance of the kernels associated with the stream and collide steps of the LBM. We demonstrate that these kernels make efficient use of GPU resources and achieve speedups of 29.6 and 223.7, respectively. Our analysis of the overall performance of all kernels shows that significant time is spent performing obstacle adjustment and interface movement as a result of limitations associated with GPU memory accesses. Lastly, we compare our GPU LBM implementation with a single-core CPU LBM implementation. Our results show speedups of up to 81.6 with no significant differences in output from the simulations on both platforms. We conclude that order of magnitude speedups are possible using GPUs to perform free-surface LBM fluid simulations, and that GPUs can, therefore, significantly reduce the cost of performing high-detail fluid simulations for visual effects

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery

    G-CSC Report 2010

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    The present report gives a short summary of the research of the Goethe Center for Scientific Computing (G-CSC) of the Goethe University Frankfurt. G-CSC aims at developing and applying methods and tools for modelling and numerical simulation of problems from empirical science and technology. In particular, fast solvers for partial differential equations (i.e. pde) such as robust, parallel, and adaptive multigrid methods and numerical methods for stochastic differential equations are developed. These methods are highly adanvced and allow to solve complex problems.. The G-CSC is organised in departments and interdisciplinary research groups. Departments are localised directly at the G-CSC, while the task of interdisciplinary research groups is to bridge disciplines and to bring scientists form different departments together. Currently, G-CSC consists of the department Simulation and Modelling and the interdisciplinary research group Computational Finance

    Working With Incremental Spatial Data During Parallel (GPU) Computation

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    Central to many complex systems, spatial actors require an awareness of their local environment to enable behaviours such as communication and navigation. Complex system simulations represent this behaviour with Fixed Radius Near Neighbours (FRNN) search. This algorithm allows actors to store data at spatial locations and then query the data structure to find all data stored within a fixed radius of the search origin. The work within this thesis answers the question: What techniques can be used for improving the performance of FRNN searches during complex system simulations on Graphics Processing Units (GPUs)? It is generally agreed that Uniform Spatial Partitioning (USP) is the most suitable data structure for providing FRNN search on GPUs. However, due to the architectural complexities of GPUs, the performance is constrained such that FRNN search remains one of the most expensive common stages between complex systems models. Existing innovations to USP highlight a need to take advantage of recent GPU advances, reducing the levels of divergence and limiting redundant memory accesses as viable routes to improve the performance of FRNN search. This thesis addresses these with three separate optimisations that can be used simultaneously. Experiments have assessed the impact of optimisations to the general case of FRNN search found within complex system simulations and demonstrated their impact in practice when applied to full complex system models. Results presented show the performance of the construction and query stages of FRNN search can be improved by over 2x and 1.3x respectively. These improvements allow complex system simulations to be executed faster, enabling increases in scale and model complexity

    SOLID-SHELL FINITE ELEMENT MODELS FOR EXPLICIT SIMULATIONS OF CRACK PROPAGATION IN THIN STRUCTURES

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    Crack propagation in thin shell structures due to cutting is conveniently simulated using explicit finite element approaches, in view of the high nonlinearity of the problem. Solidshell elements are usually preferred for the discretization in the presence of complex material behavior and degradation phenomena such as delamination, since they allow for a correct representation of the thickness geometry. However, in solid-shell elements the small thickness leads to a very high maximum eigenfrequency, which imply very small stable time-steps. A new selective mass scaling technique is proposed to increase the time-step size without affecting accuracy. New ”directional” cohesive interface elements are used in conjunction with selective mass scaling to account for the interaction with a sharp blade in cutting processes of thin ductile shells

    Mesoscale fluid simulation with the Lattice Boltzmann method

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    PhDThis thesis describes investigations of several complex fluid effects., including hydrodynamic spinodal decomposition, viscous instability. and self-assembly of a cubic surfactant phase, by simulating them with a lattice Boltzmann computational model. The introduction describes what is meant by the term "complex fluid", and why such fluids are both important and difficult to understand. A key feature of complex fluids is that their behaviour spans length and time scales. The lattice Boltzmann method is presented as a modelling technique which sits at a "mesoscale" level intermediate between coarse-grained and fine-grained detail, and which is therefore ideal for modelling certain classes of complex fluids. The following chapters describe simulations which have been performed using this technique, in two and three dimensions. Chapter 2 presents an investigation into the separation of a mixture of two fluids. This process is found to involve several physical mechanisms at different stages. The simulated behaviour is found to be in good agreement with existing theory, and a curious effect, due to multiple competing mechanisms, is observed, in agreement with experiments and other simulations. Chapter 3 describes an improvement to lattice Boltzmann models of Hele-Shaw flow, along with simulations which quantitatively demonstrate improvements in both accuracy and numerical stability. The Saffman-Taylor hydrodynamic instability is demonstrated using this model. Chapter 4 contains the details and results of the TeraGyroid experiment, which involved extremely large-scale simulations to investigate the dynamical behaviour of a self-assembling structure. The first finite- size-effect- free dynamical simulations of such a system are presented. It is found that several different mechanisms are responsible for the assembly; the existence of chiral domains is demonstrated, along with an examination of domain growth during self-assembly. Appendix A describes some aspects of the implementation of the lattice Boltzmann codes used in this thesis; appendix B describes some of the Grid computing techniques which were necessary for the simulations of chapter 4. Chapter 5 summarises the work, and makes suggestions for further research and improvement.Huntsman Corporation Queen Mary University Schlumberger Cambridge Researc

    Real-Time Simulation of Indoor Air Flow using the Lattice Boltzmann Method on Graphics Processing Unit

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    This thesis investigates the usability of the lattice Boltzmann method (LBM) for the simulation of indoor air flows in real-time. It describes the work undertaken during the three years of a Ph.D. study in the School of Mechanical Engineering at the University of Leeds, England. Real-time fluid simulation, i.e. the ability to simulate a virtual system as fast as the real system would evolve, can benefit to many engineering application such as the optimisation of the ventilation system design in data centres or the simulation of pollutant transport in hospitals. And although real-time fluid simulation is an active field of research in computer graphics, these are generally focused on creating visually appealing animation rather than aiming for physical accuracy. The approach taken for this thesis is different as it starts from a physics based model, the lattice Boltzmann method, and takes advantage of the computational power of a graphics processing unit (GPU) to achieve real-time compute capability while maintaining good physical accuracy. The lattice Boltzmann method is reviewed and detailed references are given a variety of models. Particular attention is given to turbulence modelling using the Smagorinsky model in LBM for the simulation of high Reynolds number flow and the coupling of two LBM simulations to simulate thermal flows under the Boussinesq approximation. A detailed analysis of the implementation of the LBM on GPU is conducted. A special attention is given to the optimisation of the algorithm, and the program kernel is shown to achieve a performance of up to 1.5 billion lattice node updates per second, which is found to be sufficient for coarse real-time simulations. Additionally, a review of the real-time visualisation integrated within the program is presented and some of the techniques for automated code generation are introduced. The resulting software is validated against benchmark flows, using their analytical solutions whenever possible, or against other simulation results obtained using accepted method from classical computational fluid dynamics (CFD) either as published in the literature or simulated in-house. The LBM is shown to resolve the flow with similar accuracy and in less time
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