• Title/Summary/Keyword: Particle-based simulation

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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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The Effect of Sample and Particle Sizes in Discrete Particle Swarm Optimization for Simulation-based Optimization Problems (시뮬레이션 최적화 문제 해결을 위한 이산 입자 군집 최적화에서 샘플수와 개체수의 효과)

  • Yim, Dong-Soon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.1
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    • pp.95-104
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    • 2017
  • This paper deals with solution methods for discrete and multi-valued optimization problems. The objective function of the problem incorporates noise effects generated in case that fitness evaluation is accomplished by computer based experiments such as Monte Carlo simulation or discrete event simulation. Meta heuristics including Genetic Algorithm (GA) and Discrete Particle Swarm Optimization (DPSO) can be used to solve these simulation based multi-valued optimization problems. In applying these population based meta heuristics to simulation based optimization problem, samples size to estimate the expected fitness value of a solution and population (particle) size in a generation (step) should be carefully determined to obtain reliable solutions. Under realistic environment with restriction on available computation time, there exists trade-off between these values. In this paper, the effects of sample and population sizes are analyzed under well-known multi-modal and multi-dimensional test functions with randomly generated noise effects. From the experimental results, it is shown that the performance of DPSO is superior to that of GA. While appropriate determination of population sizes is more important than sample size in GA, appropriate determination of sample size is more important than particle size in DPSO. Especially in DPSO, the solution quality under increasing sample sizes with steps is inferior to constant or decreasing sample sizes with steps. Furthermore, the performance of DPSO is improved when OCBA (Optimal Computing Budget Allocation) is incorporated in selecting the best particle in each step. In applying OCBA in DPSO, smaller value of incremental sample size is preferred to obtain better solutions.

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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Particle-based simulation of proton therapy for QA

  • Yasuoka, Kiyoshi
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 1999.11a
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    • pp.69-72
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    • 1999
  • We present a method of quality assurance (QA) for dose and dose distribution anticipated in treatment planning at proton therapy using a particle-based simulation method.

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Development of a Platform for Realistic Garment Drape Simulation

  • Kim, Sung-Min;Park, Chang-Kyu
    • Fibers and Polymers
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    • v.7 no.4
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    • pp.436-441
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    • 2006
  • An integrated platform for garment drape simulation system has been developed. In this system, garment patterns from conventional two-dimensional CAD systems can be assembled into a three-dimensional garment on a parametrically resizable realistic human body model. A fast and robust particle-based physical calculation engine has been developed for garment shape generation. Then a series of geometric and graphical techniques were applied to create realistic impressions on simulated garments. This system can be used as the rapid prototyping tool for garments in the future quick-response system.

Development of Rendering Techniques for Particle-based Flow Simulation (입자 기반 유동 시뮬레이션의 렌더링 기술 개발)

  • Lee, Byung-Hyuk;Park, Jong-Chun;Jang, Young-Su;Kim, Sang-Hyun
    • Journal of Ocean Engineering and Technology
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    • v.23 no.1
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    • pp.38-42
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    • 2009
  • Recently, various particle based simulation techniques, which solve the Navier Stokes and continuity equations, have been developed and applied to complicated engineering problems. However, although progress is being made on their visualization or rendering techniques, these are still insufficient. In this study, to render a smooth configuration for a free surface, a rendering technique was developed that included the generation of density fields from the location information for simulated particles and the creation model for a polygonal surface. The developed rendering technique was applied to the visualization of a dynamic free surface flow interacting with a structure using a particle based simulation technique.

Simulation of Aggregate Slump Test Using Equivalent Sphere Particle in DEM (등가 구형입자를 이용한 DEM에서의 골재 슬럼프 실험 모사)

  • Yun, Tae Young;Ahn, Sang Hyeok;Nam, Jueong Hee;Yoo, Pyeong Jun
    • International Journal of Highway Engineering
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    • v.15 no.5
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    • pp.21-29
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    • 2013
  • PURPOSES: Simulation of aggregate slump test using equivalent sphere particle in DEM and its validity evaluation against lab aggregate slump test METHODS : In this research, aggregate slump tests are performed and compared with DEM simulation. To utilize spheric particles in YADE, equivalent sphere diameter concept is applied. As verification measures, the volume in slump cone filled with aggregate is used and it is compared with volume in slump cone filled with equivalent sphere particle. Slump height and diameter are also used to evaluate the suggested numerical method with equivalent concept RESULTS : Simulation test results show good agrement with lab test results in terms of loose packing volume, height and diameter of slumped particle clump. CONCLUSIONS : It is concluded that numerical simulation using DEM is applicable to evaluate the effect of aggregate morphological property in loose packing and optimum gradation determination based on the aggregate slump test simulation result.

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.

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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Prediction of Oil Amount Leaked from Damaged Tank Using 2-dimensional Particle Simulation (파손된 탱크의 기름 유출량 산정을 위한 2차원 입자법 시뮬레이션)

  • Nam, J.W.;Hwang, S.C.;Park, J.C.;Kim, M.H.
    • 한국전산유체공학회:학술대회논문집
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    • 2011.05a
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    • pp.278-285
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    • 2011
  • In the present study, the numerical prediction of the oil amount leaked from the hole of a damaged tank is investigated using the improved MPS (Moving Particle Semi-implicit) method, which was originally proposed by Koshizuka and Oka (1996) for incompressible flow. The governing equations, which consist of the continuity and Navier-Stokes equations, are solved by Lagrangian moving particles, and all terms expressed by differential operators should be replaced by the particle interaction models based on a Kernel function. The simulation results are validated though the comparison with the analytic solution based on Torricelli's equilibrium relation. Furthermore, a series of numerical simulations under the various conditions are performed in order to estimate more accurately the initial amount of leaked oil.

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