2,771 research outputs found
Scalable partitioning for parallel position based dynamics
We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting
the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose
dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node
corresponds to a constraint and two constraints are connected by an edge if they influence at least one common
particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph
such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and
the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to
each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning
technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the
visual quality, robustness and speed of serial position based dynamics
A local lattice Boltzmann method for multiple immiscible fluids and dense suspensions of drops
The lattice Boltzmann method (LBM) for computational fluid dynamics benefits from a simple, explicit, completely local computational algorithm making it highly efficient. We extend LBM to recover hydrodynamics of multi-component immiscible fluids, whilst retaining a completely local, explicit and simple algorithm. Hence, no computationally expensive lattice gradients, interaction potentials or curvatures, that use information from neighbouring lattice sites, need be calculated, which makes the method highly scalable and suitable for high performance parallel computing. The method is analytic and is shown to recover correct continuum hydrodynamic equations of motion and interfacial boundary conditions. This LBM may be further extended to situations containing a high number (O(100)) of individually immiscible drops. We make comparisons of the emergent non-Newtonian behaviour with a power-law fluid model. We anticipate our method will have a range applications in engineering, industrial and biological sciences
A simplified particulate model for coarse-grained hemodynamics simulations
Human blood flow is a multi-scale problem: in first approximation, blood is a
dense suspension of plasma and deformable red cells. Physiological vessel
diameters range from about one to thousands of cell radii. Current
computational models either involve a homogeneous fluid and cannot track
particulate effects or describe a relatively small number of cells with high
resolution, but are incapable to reach relevant time and length scales. Our
approach is to simplify much further than existing particulate models. We
combine well established methods from other areas of physics in order to find
the essential ingredients for a minimalist description that still recovers
hemorheology. These ingredients are a lattice Boltzmann method describing rigid
particle suspensions to account for hydrodynamic long range interactions
and---in order to describe the more complex short-range behavior of
cells---anisotropic model potentials known from molecular dynamics simulations.
Paying detailedness, we achieve an efficient and scalable implementation which
is crucial for our ultimate goal: establishing a link between the collective
behavior of millions of cells and the macroscopic properties of blood in
realistic flow situations. In this paper we present our model and demonstrate
its applicability to conditions typical for the microvasculature.Comment: 12 pages, 11 figure
Bridging the computational gap between mesoscopic and continuum modeling of red blood cells for fully resolved blood flow
We present a computational framework for the simulation of blood flow with
fully resolved red blood cells (RBCs) using a modular approach that consists of
a lattice Boltzmann solver for the blood plasma, a novel finite element based
solver for the deformable bodies and an immersed boundary method for the
fluid-solid interaction. For the RBCs, we propose a nodal projective FEM
(npFEM) solver which has theoretical advantages over the more commonly used
mass-spring systems (mesoscopic modeling), such as an unconditional stability,
versatile material expressivity, and one set of parameters to fully describe
the behavior of the body at any mesh resolution. At the same time, the method
is substantially faster than other FEM solvers proposed in this field, and has
an efficiency that is comparable to the one of mesoscopic models. At its core,
the solver uses specially defined potential energies, and builds upon them a
fast iterative procedure based on quasi-Newton techniques. For a known
material, our solver has only one free parameter that demands tuning, related
to the body viscoelasticity. In contrast, state-of-the-art solvers for
deformable bodies have more free parameters, and the calibration of the models
demands special assumptions regarding the mesh topology, which restrict their
generality and mesh independence. We propose as well a modification to the
potential energy proposed by Skalak et al. 1973 for the red blood cell
membrane, which enhances the strain hardening behavior at higher deformations.
Our viscoelastic model for the red blood cell, while simple enough and
applicable to any kind of solver as a post-convergence step, can capture
accurately the characteristic recovery time and tank-treading frequencies. The
framework is validated using experimental data, and it proves to be scalable
for multiple deformable bodies
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
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