• Title/Summary/Keyword: Particle-based fluids

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Photon Mapping-Based Rendering Technique for Smoke Particles (연기 파티클에 대한 포톤 매핑 기반의 렌더링 기법)

  • Song, Ki-Dong;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.7-18
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    • 2008
  • To realistically produce fluids such as smoke for the visual effects in the films or animations, we need two main processes: a physics-based modeling of smoke and a rendering of smoke simulation data, based on light transport theory. In the computer graphics community, the physics-based fluids simulation is generally adopted for smoke modeling. Recently, the interest of the particle-based Lagrangian simulation methods is increasing due to the advantages at simulation time, instead of the grid-based Eulerian simulation methods which was widely used. As a result, because the smoke rendering technique depends heavily on the modeling method, the research for rendering of the particle-based smoke data still remains challenging while the research for rendering of the grid-based smoke data is actively in progress. This paper focuses on realistic rendering technique for the smoke particles produced by Lagrangian simulation method. This paper introduces a technique which is called particle map, that is the expansion and modification of photon mapping technique for the particle data. And then, this paper suggests the novel particle map technique and shows the differences and improvements, compared to previous work. In addition, this paper presents irradiance map technique which is the pre-calculation of the multiple scattering term in the volume rendering equation to enhance efficiency at rendering time.

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DISCRETE PARTICLE SIMULATION OF DENSE PHASE PARTICULATE FLOWS

  • Tsuji Y.
    • 한국전산유체공학회:학술대회논문집
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    • 2005.10a
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    • pp.11-19
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    • 2005
  • First, methods of numerical analysis of gas-particle flows is classified into micro, meso and macro scale approaches based on the concept of multi-scale mechanics. Next, the explanation moves on to discrete particle simulation where motion of individual particles is calculated numerically using the Newtonian equations of motion. The author focuses on the cases where particle-to-particle interaction has significant effects on the phenomena. Concerning the particle-to-particle interaction, two cases are considered: the one is collision-dominated flows and the other is the contact-dominated flows. To treat this interaction mathematically, techniques named DEM(Distinct Element Method) or DSMC (Direct Simulation Monte Carlo) have been developed DEM, which has been developed in the field of soil mechanics, is useful for the contact -dominated flows and DSMC method, developed in molecular gas flows, is for the collision-dominated flows. Combining DEM or DSMC with CFD (computer fluid dynamics), the discrete particle simulation becomes a more practical tool for industrial flows because not only the particle-particle interaction but particle-fluid interaction can be handled. As examples of simulations, various results are shown, such as hopper flows, particle segregation phenomena, particle mixing in a rotating drum, dense phase pneumatic conveying, spouted bed, dense phase fluidized bed, fast circulating fluidized bed and so on.

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DNS of Interaction Phenomena in Particle-Laden Turbulence

  • Kajishima T.
    • 한국전산유체공학회:학술대회논문집
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    • 2003.10a
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    • pp.9-11
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    • 2003
  • A homogeneous flow field including more than 2000 spherical particles was directly simulated. Particles are settling by gravity with the Reynolds number ranging from 50 to 300, based on diameter and slip velocity. Particular attention was focused on the distribution of particles. The Reynolds-number dependence, influences of particle rotation and loading ratio, and the dynamics of particle clusters are discussed. In the higher Reynolds number case, the wake attraction causes particle clusters and the average drag coefficient decreases significantly. Non-rotating particles maintain cluster structure and rotating ones moves randomly in the horizontal direction. It is because of the difference in the direction of the lift force.

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Particle Simulation for Motion of 2-D Floating Body in Waves (파랑중 2차원 부유체 운동해석을 위한 입자법 시뮬레이션)

  • Park, Jong-Chun;Lee, Byung-Hyuk;Jung, Sung-Jun
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.630-633
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    • 2008
  • A particle method has been developed for analyzing the motion of 2-D floating body in waves. The particle method is based on the MPS(Moving Particle Semi-implicit) method suggested by Koshizuka et al. (1996), and the flow motion coupled with the motion of floating body can be simulated. The wavemaker and wave absorber are installed at the inflow and outflow boundaries in a computational domain, respectively. The motion characteristics of a floating body is investigated numerically under the various computational conditions.

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Apparent Viscosity Properties of Electro-Rheological Fluid by Using Rotational Viscometer (회전식 점도계를 이용한 ERF의 겉보기 점도 특성)

  • 장성철;이진우;김태형;박종근
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2001.05a
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    • pp.196-201
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    • 2001
  • Electro-Rheological(ER) fluids change their apparent viscosity according to the electric field strength. Therefore, there are many practical applications using the ER fluids. ER effect on the dispersive system of polarizable fine powder/dielectric oil has been investigated. The electrical and rheological properties of starch based ER fluid were reported. Yield stress of the fluids were measured on the couette cell type rheometer as a function of electric fields, particle concetrations, and temperatures. The electric field is applied by high voltage DC power supply, The outer cup is connected to positive electrode(+) and the bob becomes ground(-). And the temperatures the viscosity(or shear stress) versus shear rates were measured. In this experiment shear rates were increased from 0 to 200s$^{-1}$ in 2 minutes. This thesis presents Bingham properties of ER fluids subjected to temperature variations. The temperature dependence of the viscosity was determined for ER fluids consisting of 35 weight % starch particles in automatic transmission oil.

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Simulation of Viscous Flow Past NACA 0012 Poil using a Vortex Particle Method (보오텍스 방법에 의한 순간 출발하는 2차원 날개 주위의 점성유동 모사)

  • Lee S. J.;Kim K. S.;Suh J. C.
    • 한국전산유체공학회:학술대회논문집
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    • 2004.03a
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    • pp.161-165
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    • 2004
  • In the vortex particle method based on the vorticity-velocity formulation for solving the Wavier-Stokes equations, the unsteady, incompressible, viscous laminar flow over a NACA 0012 foil is simulated. By applying an operator-splitting method, the 'convection' and 'diffusion' equations are solved sequentially at each time step. The convection equation is solved using the vortex particle method, and the diffusion equation using the particle strength exchange(PSE) scheme which is modified to avoid a spurious vorticity flux. The scheme is improved for variety body shape using one image layer scheme. For a validation of the present method, we illustrate the early development of the viscous flow about an impulsively started NACA 0012 foil for Reynolds number 550.

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NUMERICAL INVESTIGATION ON CAPTURE OF NANOPARTICLES IN ELECTROSTATIC PRECIPITATOR WITHOUT CORONA DISCHARGER (코로나 방전기가 없는 전기집진기의 나노입자 집진에 관한 수치해석)

  • Lee, J.W.;Jang, J.S.;Lee, S.H.
    • 한국전산유체공학회:학술대회논문집
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    • 2010.05a
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    • pp.103-108
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    • 2010
  • This article presents computational fluid dynamics (CFD) simulations of nanoparticle movements and flow characteristics in laboratory-scale electrostatic precipitator (ESP) without corona discharge, and for simulation, it uses the commercial CFD program(CFD-ACE) including electrostatic theory and Lagrangian-based equation for nanoparticle movement. For validation of CFD results, a simple cylindrical type of ESP is simulated and numerical prediction shows fairly good agreement with the analytical solution. In particular, the present study investigates the effect of particle diameter, inlet flow rate, and applied electric potential on particle collection efficiency and compares the numerical prediction with the experimental data, showing good agreement. It is found that the particle collection efficiency decreases with increasing inlet flow rate because the particle detention time becomes shorter, whereas it decreases with the increase in nanoparticle diameter and with the decrease of applied electric voltage resulting from smaller terminal electrostatic velocity.

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Adaptive Unstructured-Grid Computation of Shock Wave Propogation in the Gas-Particle Suspension (비정렬 적응격자를 이용한 기체-입자 혼합유체에서의 충격파 전파의 계산)

  • Park Ki-Cheol;Chang Keun-Shik
    • 한국전산유체공학회:학술대회논문집
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    • 1999.11a
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    • pp.36-41
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    • 1999
  • Shock wave propagating in the particle suspension has important applications. Examples are shock waves occurring in the solid rocket plume and detonation of dusty particles by shock waves. Experimental and numerical investigations on this subject have drawn much attention. More recently, Sivier et al. numerically simulated the experiment of Sommerfeld using the unstructured adaptive grid. They used the Eulerian-Eulerian approach based on the continuum assumption for both gas and particles. In the present paper, a new numerical method using the Lagrangian particle tracing technique and unstructured particle-adaptive grid for the polydisperse system is presented. It is explained why the existing numerical calculation has showed discrepancy with the experimental results by Sommerfeld.

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FLUID SIMULATION METHODS FOR COMPUTER GRAPHICS SPECIAL EFFECTS (컴퓨터 그래픽스 특수효과를 위한 유체시뮬레이션 기법들)

  • Jung, Moon-Ryul
    • 한국전산유체공학회:학술대회논문집
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    • 2009.11a
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    • pp.1-1
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    • 2009
  • In this presentation, I talk about various fluid simulation methods that have been developed for computer graphics special effects since 1996. They are all based on CFD but sacrifice physical reality for visual plausability and time. But as the speed of computer increases rapidly and the capability of GPU (graphics processing unit) improves, methods for more physical realism have been tried. In this talk, I will focus on four aspects of fluid simulation methods for computer graphics: (1) particle level-set methods, (2) particle-based simulation, (3) methods for exact satisfaction of incompressibility constraint, and (4) GPU-based simulation. (1) Particle level-set methods evolve the surface of fluid by means of the zero-level set and a band of massless marker particles on both sides of it. The evolution of the zero-level set captures the surface in an approximate manner and the evolution of marker particles captures the fine details of the surface, and the zero-level set is modified based on the particle positions in each step of evolution. (2) Recently the particle-based Lagrangian approach to fluid simulation gains some popularity, because it automatically respects mass conservation and the difficulty of tracking the surface geometry has been somewhat addressed. (3) Until recently fluid simulation algorithm was dominated by approximate fractional step methods. They split the Navier-Stoke equation into two, so that the first one solves the equation without considering the incompressibility constraint and the second finds the pressure which satisfies the constraint. In this approach, the first step introduces error inevitably, producing numerical diffusion in solution. But recently exact fractional step methods without error have been developed by fluid mechanics scholars), and another method was introduced which satisfies the incompressibility constraint by formulating fluid in terms of vorticity field rather than velocity field (by computer graphics scholars). (4) Finally, I want to mention GPU implementation of fluid simulation, which takes advantage of the fact that discrete fluid equations can be solved in parallel.

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Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids (SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션)

  • Kim, Seokyeol;Park, Jinah
    • Journal of the Korean Society of Visualization
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    • v.15 no.1
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    • pp.32-40
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    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.