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Analysis on Spatial Sampling and Implementation for Primal Trees (Primal Tree의 공간 분할 샘플링 분석 및 구현)

  • Park, Taejung
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.347-355
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    • 2014
  • The general octree structure is common for various applications including computer graphics, geometry information analysis and query. Unfortunately, the general octree approach causes duplicated sample data and discrepancy between sampling and representation positions when applied to sample continuous spatial information, for example, signed distance fields. To address these issues, some researchers introduced the dual octree. In this paper, the weakness of the dual octree approach will be illustrated by focusing on the fact that the dual octree cannot access some specific continuous zones asymptotically. This paper shows that the primal tree presented by Lefebvre and Hoppe can solve all the problems above. Also, this paper presents a three-dimensional primal tree traversal algorithm based the Morton codes which will help to parallelize the primal tree method.

Basic Analysis of Bubble Behavior in the Viscous Flow Domain with the Free Interface (자유표면을 가지는 점성 유동장내의 기포거동에 관한 기초해석)

  • I.R. Park;H.H. Chun
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.1
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    • pp.16-27
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    • 2002
  • A level-set method is used for analyzing the behaviors of gas bubbles in two fluids incompressible viscous flow domain. The governing equations are solved by using a finite volume method. The numerical results are verified by comparing with the experimental and other computational results. Computations for the deformations and motions of one or multi-bubbles in the flow domain with the initial undisturbed free interface are conducted. It can be seen that numerical results for different surface tension and density ratio arise very different behaviors of bubbles. When bubbles rise near the free interface, the free interface gives some great influence on the behaviors of bubbles. The present results computed by a level-set method give useful information about the properties of bubble motions and deformations.

Real-time Fluid Animation using Particle Dynamics Simulation and Pre-integrated Volume Rendering (입자 동역학 시뮬레이션과 선적분 볼륨 렌더링을 이용한 실시간 유체 애니메이션)

  • Lee Jeongjin;Kang Moon Koo;Kim Dongho;Shin Yeong Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.29-38
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    • 2005
  • The fluid animation procedure consists of physical simulation and visual rendering. In the physical simulation of fluids, the most frequently used practices are the numerical simulation of fluid particles using particle dynamics equations and the continuum analysis of flow via Wavier-Stokes equation. Particle dynamics method is fast in calculation, but the resulting fluid motion is conditionally unrealistic The method using Wavier-Stokes equation, on the contrary, yields lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. Global illumination is generally successful in producing premium-Duality rendered images, but is also excessively slow for real-time applications. In this paper, we propose a rapid fluid animation method incorporating enhanced particle dynamics simulation method and pre-integrated volume rendering technique. The particle dynamics simulation of fluid flow was conducted in real-time using Lennard-Jones model, and the computation efficiency was enhanced such that a small number of particles can represent a significant volume. For real-time rendering, pre-integrated volume rendering method was used so that fewer slices than ever can construct seamless inter-laminar shades. The proposed method could successfully simulate and render the fluid motion in real time at an acceptable speed and visual quality.