307 research outputs found

    A Divergence‐free Mixture Model for Multiphase Fluids

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    We present a novel divergence free mixture model for multiphase flows and the related fluid-solid coupling. The new mixture model is built upon a volume-weighted mixture velocity so that the divergence free condition is satisfied for miscible and immiscible multiphase fluids. The proposed mixture velocity can be solved efficiently by adapted single phase incompressible solvers, allowing for larger time steps and smaller volume deviations. Besides, the drift velocity formulation is corrected to ensure mass conservation during the simulation. The new approach increases the accuracy of multiphase fluid simulation by several orders. The capability of the new divergence-free mixture model is demonstrated by simulating different multiphase flow phenomena including mixing and unmixing of multiple fluids, fluid-solid coupling involving deformable solids and granular materials

    Fast SPH simulation for gaseous fluids

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    This paper presents a fast smoothed particle hydro-dynamics (SPH) simulation approach for gaseous fluids. Unlike previous SPH gas simulators, which solve the transparent air flow in a fixed simulation domain, the proposed approach directly solves the visible gas without involving the transparent air. By compensating the density and force calculation for the visible gas particles, we completely avoid the need of computational cost on ambient air particles in previous approaches. This allows the computational resources to be exclusively focused on the visible gas, leading to significant performance improvement of SPH gas simulation. The proposed approach is at least ten times faster than the standard SPH gas simulation strategy and is able to reduce the total particle number by 25–400 times in large open scenes. The proposed approach also enables fast SPH simulation of complex scenes involving liquid–gas transition, such as boiling and evaporation. A particle splitting and merging scheme is proposed to handle the degraded resolution in liquid–gas phase transition. Various examples are provided to demonstrate the effectiveness and efficiency of the proposed approach

    Multiphase SPH simulation for interactive fluids and solids

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    This work extends existing multiphase-fluid SPH frameworks to cover solid phases, including deformable bodies and granular materials. In our extended multiphase SPH framework, the distribution and shapes of all phases, both fluids and solids, are uniformly represented by their volume fraction functions. The dynamics of the multiphase system is governed by conservation of mass and momentum within different phases. The behavior of individual phases and the interactions between them are represented by corresponding constitutive laws, which are functions of the volume fraction fields and the velocity fields. Our generalized multiphase SPH framework does not require separate equations for specific phases or tedious interface tracking. As the distribution, shape and motion of each phase is represented and resolved in the same way, the proposed approach is robust, efficient and easy to implement. Various simulation results are presented to demonstrate the capabilities of our new multiphase SPH framework, including deformable bodies, granular materials, interaction between multiple fluids and deformable solids, flow in porous media, and dissolution of deformable solids

    A numerical investigation into the correction algorithms for SPH method in modeling violent free surface flows

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    A quantitative comparison of the usual and recent numerical treatments which are applied to the Smoothed Particle Hydrodynamics (SPH) method are presented together with a new free-surface treatment. A series of numerical treatments are studied to refine the numerical procedures of the SPH method particularly for violent flows with a free surface. Two dimensional dam-break and sway-sloshing problems in a tank are modeled by solving Euler's equation of motion utilizing weakly compressible SPH method (WCSPH). Initially, the dam-break benchmark problem is studied by adopting only conventional basic equations of SPH without any numerical remedy and then by considering numerical treatments of interest one after another. In the WCSPH method, the precise calculation of the densities of the particles is vital for the solution, accordingly a density correction algorithm is presented as a basic numerical treatment. Subsequently, Monaghan's (1994) [1] XSPH velocity variant algorithm, artificial particle displacement (APD) algorithm (Shaldoo et al., 2011) [2], and a hybrid combination of velocity updated XSPH (VXSPH) and APD algorithms are implemented separately, but all with the density correction algorithm as a default treatment. The effects of each of these treatments on the pressure and on the free surface profiles are analyzed by comparing our numerical findings with experimental and numerical results in the literature. After the detailed scrutiny on the dam-break problem, sway-sloshing problem is handled with the VXSPH+APD algorithm which has been noted to provide the most reliable and accurate results in the dam-break problem. For the sway-sloshing problem, the time histories of free surface elevations on the left side wall of the rectangular tank are compared with experimental and numerical results available in the literature. It was shown that the VXSPH+APD treatment significantly improves the accuracy of the numerical simulations for violent flows with a free surface and lead to the results which are in very good agreement with experimental and numerical findings of literature in terms of both the kinematic and the dynamic point of view

    Smarticles: A Method for Identifying and Correcting Instability and Error Caused by Explicit Integration Techniques in Physically Based Simulations

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    Using an explicit integration method in physically based animations has many advantages including conceptual and computational simplicity, however, it re- quires small time steps to ensure low numerical instability. Simulations with large numbers of individually interacting components such as cloth, hair, and fluid models, are limited by the sections of particles most susceptible to error. This results in the need for smaller time steps than required for the majority of the system. These sections can be diverse and dynamic, quickly changing in size and location based on forces in the system. Identifying and handling these trou- blesome sections could allow for a larger time step to be selected, while preventing a breakdown in the simulation. This thesis presents Smarticles (smart particles), a method of individually de- tecting particles exhibiting signs of instability and stabilizing them with minimal adverse effects to visual accuracy. As a result, higher levels of error introduced from large time steps can be tolerated with minimal overhead. Two separate approaches to Smarticles were implemented. They attempt to find oscillating particles by analyzing a particle’s (1) past behavior and (2) behavior with re- spect to its neighbors along a strand. Both versions of Smarticles attempt to correct unstable particles using velocity dampening. Smarticles was applied to a two dimensional hair simulation modeled as a continuum using smooth particle hydrodynamic. Hair strands are formed by linking particles together using one of two methods: position based dynamics or mass-spring forces. Both versions of Smarticles, as well as a control of normal particles, were directly compared and evaluated based on stability and visual fluidity. Hair particles were exposed to various forms of external forces under increasing time step lengths. Testing showed that both versions of Smarticles working together allowed an average increase of 18.62% in the time step length for hair linked with position based dynamics. In addition, Smarticles was able to significantly reduce visible instability at even larger time steps. While these results suggest Smarticles is successful, the method used to correct particle instability may jeopardize other important aspects of the simulation. A more accurate correction method would likely need to be developed to make Smarticles an advantageous method

    A Kite Simulation System using Position-based Method

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    Thesis (Master of Information Scienc)--University of Tsukuba, no. 37782, 2017.3.2

    Versatile interactions at interfaces for SPH-based simulations

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    The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit multiple interactions at different interfaces. For instance, when cracking an egg, there are simultaneous interactions between air, egg white, egg yolk, and the shell. To conveniently handle all interactions simultaneously in a single simulation, a versatile approach is critical. In this paper, we present a new approach to the surface tension model based on pairwise interaction forces; its basis is to use a larger number of neighboring particles. Our model is stable, conserves momentum, and furthermore, prevents the particle clustering problem which commonly occurs at the free surface. It can be applied to simultaneous interactions at multiple interfaces (e.g. fluid-solid and fluid-fluid). Our method is versatile, physically plausible and easy-to-implement. We also consider the close connection between droplets and bubbles, and show how to animate bubbles in air as droplets, with the help of a new surface particle detection method. Examples are provided to demonstrate the capabilities and effectiveness of our approach

    Simple, Rasterization-based Liquids

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    International audienceRasterization pipelines are ubiquitous today. They can be found in most of our personal computers as well as in smaller, hand-held devices--like smart phones--with lower-end hardware. However, simulating particle-based liquids requires sorting the particles which is cumbersome when using a rasterization pipeline. In this chapter, we describe a method to simulate liquids without having to sort the particles. Our method was specifically designed for these architectures and low shader model specifications (starting from shader model 3 for 3D liquids). Instead of sorting the particles, we splat them onto a grid (i.e. a 3D or 2D texture) and solve the inter-particle dynamics directly on the grid. Splatting is simple to perform in a rasterization pipeline, but can also be costly. Thanks to the simplified pass on the grid, we only need to splat the particles once. The grid also provides additional benefits: we can easily add artificial obstacles for the particles to interact with, we can ray cast the grid directly to render the liquid surface, and we can even gain a speed up over sort-based liquid solvers--such as the optimized solver found in the DirectX 11 SDK
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