99 research outputs found

    Simulation of moving particles in 3D with the Lattice Boltzmann method

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    AbstractThe following paper presents a way to simulate the behavior of particle agglomerates in a fluid flow by coupling the Lattice Boltzmann Method to a rigid body physics engine. By extending the basic algorithm by a fluid/particle force interaction method, the hydrodynamic forces acting on the particles can be calculated. By the use of this force interaction between the fluid and the particles and by the use of the rigid body physics engine, the movement and collision behavior of particles in a flow can be simulated. Additionally, this coupled simulation system is able to simulate the internal particle forces in the connections between sintered particles, which could break due to the forces and torques of a shear flow. This permits a prediction of possible break-ups or structural displacements

    A dimension-reduced pressure solver for liquid simulations

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    This work presents a method for efficiently simplifying the pressure projection step in a liquid simulation. We first devise a straightforward dimension reduction technique that dramatically reduces the cost of solving the pressure projection. Next, we introduce a novel change of basis that satisfies free-surface boundary conditions exactly, regardless of the accuracy of the pressure solve. When combined, these ideas greatly reduce the computational complexity of the pressure solve without compromising free surface boundary conditions at the highest level of detail. Our techniques are easy to parallelize, and they effectively eliminate the computational bottleneck for large liquid simulations

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    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

    Detail-preserving fluid control

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