• Title/Summary/Keyword: Particle 시뮬레이션

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Performance Comparison of Particle Simulation Using GPU Between OpenGL and Unity (OpenGL과 Unity간의 GPU를 이용한 Particle Simulation의 성능 비교)

  • Kim, Min Sang;Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.10
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    • pp.479-486
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    • 2017
  • Recently, GPGPU has been able to increase the degradation of computer performance, and it is now possible to run physically based real-time simulations on PCs that require high computational complexity. Physical calculations applied in physics simulation can be performed by parallel processing, and can be efficiently performed using parallel computation using Compute shader recently supported by OpenGL 4.3 and Unity 4.0. In this paper, we measure and compare the number of performance in real - time physics simulation in OpenGL running on various platforms and Unity, a content creation tool supporting various platforms. Particle simulation experiments show that particle simulation using Unity performs faster than 136.04%. It is expected that it will be able to select better development tools for future multi - platform support.

Vortex Particle Turbulence for Fluid Simulation (유체 시뮬레이션의 격자 내 상세도 향상을 위한 와류 입자 혼합 기법)

  • Yoon, Jong-Chul;Hong, Jeong-Mo;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.1-5
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    • 2008
  • In this paper, we propose an efficient technique for improving the grid based fluid simulation by sub-grid visuals. The detailed turbulency generated efficiently by Vortex Particle Method are blended with the flow fields coming from the traditional incompressible Navier-Stokes solver. The algorithm enables large- and small- scale detail to be edited separately.

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Non-fluid representation technique using fluid simulation (유체 시뮬레이션 기술을 이용한 비유체 표현기법)

  • Lee, Sung-Jun;Heo, Yeon-Jin;Shin, Byeong-Seok
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.4
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    • pp.51-61
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    • 2019
  • In this paper, we have implemented soil simulation using fluid simulation technology. A widely used NVIDIA FleX was used to represent the soil generated by excavation work. FleX is a particle-based physics simulation library that combines SPH (Smoothed-particle hydrodynamics) and Position Based Dynamics techniques. However, since the soil has not only fluid properties but also non-fluid properties, it is difficult to simulate with the functions provided by conventional FleX. In this study, we added a technique to simulate non-fluid behavior using existing Flex. This can lead to effective results improvement at low cost.

High Density Crowd Simulation based on SPH (Smoothed Particle Hydrodynamics 기반 고 밀집 군중 시뮬레이션 기법)

  • Kang, Shin-Jin;Lee, Jung;Kim, Soo-Kyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.193-199
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    • 2011
  • Producing high density crowd simulation is time-consuming task as increasing the number of individuals in the crowds. In this paper, we propose a new control technique that can create realistic high density crowd simulation by using Smoothed Particle Hydrodynamics (SPH) method from fluid simulation field. Equations in SPH method are modified for evacuation, distance maintenance, and group maintenance forces for individual behaviors in the crowds. Experimental results showed that the proposed system could enable natural high density crowd simulation efficiently.

Preserving and Breakup for the Detailed Representation of Liquid Sheets in Particle-Based Fluid Simulations (입자 기반 유체 시뮬레이션에서 디테일한 액체 시트를 표현하기 위한 보존과 분해 기법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.1
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    • pp.13-22
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    • 2019
  • In this paper, we propose a new method to improve the details of the fluid surface by removing liquid sheets that are over-preserved in particle-based water simulation. A variety of anisotropic approaches have been proposed to address the surface noise problem, one of the chronic problems in particle-based fluid simulation. However, a method of stably expressing the preservation and breakup of the liquid sheet has not been proposed. We propose a new framework that can dynamically add and remove the water particles based on anisotropic kernel and density to simultaneously represent two features of liquid sheet preservation and breakup in particle-based fluid simulations. The proposed technique well represented the characteristics of a fluid sheet that was breakup by removing the excessively preserved liquid sheet in a particle-based fluid simulation approach. As a result, the quality of the liquid sheet was improved without noise.

Position Based Triangulation for High Performance Particle Based Fluid Simulation (위치 기반 삼각화를 이용한 입자 기반 유체 시뮬레이션 가속화 기법)

  • Hong, Manki;Im, Jaeho;Kim, Chang-Hun;Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.25-32
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    • 2017
  • This paper proposes a novel acceleration method for particle based large scale fluid simulation. Traditional particle-based fluid simulation has been implemented by interacting with physical quantities of neighbor particles through the Smoothed Particle Hydrodynamics(SPH) technique[1]. SPH method has the characteristic that there is no visible change compared to the computation amount in a part where the particle movement is small, such as a calm surface or inter-fluid. This becomes more prominent as the number of particles increases. Previous work has attempted to reduce the amount of spare computation by adaptively dividing each part of the fluid. In this paper, we propose a technique to calculate the motion of the entire particles by using the physical quantities of the near sampled particles by sampling the particles inside the fluid at regular intervals and using them as reference points of the fluid motion. We propose a technique to adaptively generate a triangle map based on the position of the sampled particles in order to efficiently search for nearby particles, and we have been able to interpolate the physical quantities of particles using the barycentric coordinate system. The proposed acceleration technique does not perform any additional correction for two classes of fluid particles. Our technique shows a large improvement in speed as the number of particles increases. The proposed technique also does not interfere with the fine movement of the fluid surface particles.

Performance Comparison of Various Extended Kalman Filter and Cost-Reference Particle Filter for Target Tracking with Unknown Noise (노이즈 불확실성하에서의 확장칼만필터의 변종들과 코스트 레퍼런스 파티클필터를 이용한 표적추적 성능비교)

  • Shin, Myoungin;Hong, Wooyoung
    • Journal of the Korea Society for Simulation
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    • v.27 no.3
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    • pp.99-107
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    • 2018
  • In this paper, we study target tracking in two dimensional space using a Extended Kalman filter(EKF), various Extended Kalman Filter and Cost-Reference Particle Filter(CRPF), which can effectively estimate the state values of nonlinear measurement equation. We introduce various Extended Kalman Filter which the Unscented Kalman Filter(UKF), the Central Difference Kalman Filter(CDKF), the Square Root Unscented Kalman Filter(SR-UKF), and the Central Difference Kalman Filter(SR-CDKF). In this study, we calculate Mean Square Error(MSE) of each filters using Monte-Carlo simulation with unknown noise statistics. Simulation results show that among the various of Extended Kalman filter, Square Root Central Difference Kalman Filter has the best results in terms of speed and performance. And, the Cost-Reference Particle Filter has an advantageous feature that it does not need to know the noise distribution differently from Extended Kalman Filter, and the simulation result shows that the excellent in term of processing speed and accuracy.

Simulation of Mobile-bed disturbance due to Large scale Wave (댐 붕괴에 의한 토양 교란 시뮬레이션)

  • Kim, Kyung-Sung
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2018.11a
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    • pp.210-211
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    • 2018
  • In general, the dam break problem is demonstrated to simulate open-channel disturbance due to large violent waves. These days, the large violent waves at shore and coastline can be seen frequently such like tsunami. The conventional computational fluid dynamics program based on Grid system, can be used to simulate this problem with large deformation of free surface in the restricted condition due to its limitation. The particle method based on fully Lagrangian approach is able to simulate large deformation of free surface by tracking each particles. In this study, the simulation of disturbance of mobile-bed due to large violent waves was investigated by using particle method.

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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.