24,472 research outputs found

    Real-time lattice boltzmann shallow waters method for breaking wave simulations

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    We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.Peer ReviewedPostprint (author's final draft

    Creating gameplay mechanics with deformable characters

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    This paper presents how soft body simulation can create deformable characters and physics-based game mechanics that result in a more varied gameplay experience. A framework was implemented that allows the creation of a fully deformable soft body character within a games application where the simulation model properties could be altered at runtime to create gameplay mechanics based on varying the deformation of the character. The simulation model was augmented to allow appropriate methods of player control that complemented the character design and its ability to deform. It was found that while the implementation of deformation-based mechanics created a more varied gameplay experience, the underlying simulation model allowed for a limited amount of deformation before becoming unstable. The ffectiveness of the framework is demonstrated by the resulting mechanics that are not possible through the use of previous methods

    A generic multi-flex-body dynamics, controls simulation tool for space station

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    An order (n) multiflex body Space Station simulation tool is introduced. The flex multibody modeling is generic enough to model all phases of Space Station from build up through to Assembly Complete configuration and beyond. Multibody subsystems such as the Mobile Servicing System (MSS) undergoing a prescribed translation and rotation are also allowed. The software includes aerodynamic, gravity gradient, and magnetic field models. User defined controllers can be discrete or continuous. Extensive preprocessing of 'body by body' NASTRAN flex data is built in. A significant aspect, too, is the integrated controls design capability which includes model reduction and analytic linearization
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