• Title/Summary/Keyword: Fluid simulation

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Efficient Fluid Simulation through Various User Design-type Emission Control Solutions (사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현)

  • Hwang, Min-Sik;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.197-204
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    • 2018
  • The realistic Visual Effects using fluid simulation in 3D computer graphics are operated as important factors to improve the quality of images. The process of creating realistic motions of water, fire, explosion by controlling each property of fluid is called fluid simulation. In general, the creation of a fluid simulation concentrates on the main simulation work phase, however an effective method for initial set up is important for the main simulation work. The purpose of this study is to analyze the factors involved in the initial emission motion and shape of fluid and propose methods that can efficiently apply this into the initial set up. For the process of the research, first, problems are raised based on related researches, and second, two experiments, 'Dynamic Fluid Emitter Creation' and 'User Design Type Emission Velocity Solution', are conducted for more effective fluid simulation. Through this research, the effective fluid simulation of initial set up phase will be suggested through the user design-type emission control solutions.

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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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.

Two-Way Coupled Fluid Structure Interaction Simulation of a Propeller Turbine

  • Schmucker, Hannes;Flemming, Felix;Coulson, Stuart
    • International Journal of Fluid Machinery and Systems
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    • v.3 no.4
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    • pp.342-351
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    • 2010
  • During the operation of a hydro turbine the fluid mechanical pressure loading on the turbine blades provides the driving torque on the turbine shaft. This fluid loading results in a structural load on the component which in turn causes the turbine blade to deflect. Classically, these mechanical stresses and deflections are calculated by means of finite element analysis (FEA) which applies the pressure distribution on the blade surface calculated by computational fluid dynamics (CFD) as a major boundary condition. Such an approach can be seen as a one-way coupled simulation of the fluid structure interaction (FSI) problem. In this analysis the reverse influence of the deformation on the fluid is generally neglected. Especially in axial machines the blade deformation can result in a significant impact on the turbine performance. The present paper analyzes this influence by means of fully two-way coupled FSI simulations of a propeller turbine utilizing two different approaches. The configuration has been simulated by coupling the two commercial solvers ANSYS CFX for the fluid mechanical simulation with ANSYS Classic for the structure mechanical simulation. A detailed comparison of the results for various blade stiffness by means of changing Young's Modulus are presented. The influence of the blade deformation on the runner discharge and performance will be discussed and shows for the configuration investigated no significant influence under normal structural conditions. This study also highlights that a two-way coupled fluid structure interaction simulation of a real engineering configuration is still a challenging task for today's commercially available simulation tools.

Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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Interactive Fluid Simulation Method for Mobile Device (모바일 기기를 위한 실시간 유체 시뮬레이션 엔진)

  • Kim, Do-Yub;Song, Oh-Young;Ko, Hyeong-Seok
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.463-468
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    • 2009
  • This paper proposes a method for extending simulating fluid on mobile device, which was only possible on desktop PC. Fluid simulation is done by solving Navier-Stokes equation numerically, and previous research were mainly focused on numerical stability [1], and realism [2]. However, such methods assume rich computational resources, which is not available on mobile devices. On the other hand, rigid-body solver is the mostly used physically-based technique [3], and only simple height field-based method is released for fluid simulation [4]. To overcome these problems, we proposes a modified incompressible fluid dynamics solver for the mobile device, and also we propose a technique for visualizing fluids on the mobile device.

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Level Set Advection of Free Fluid Surface Modified by Surface Tension

  • Pineda, Israel;Gwun, Oubong
    • Smart Media Journal
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    • v.4 no.2
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    • pp.9-16
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    • 2015
  • Fluids appear in innumerable phenomena; therefore, it is interesting to reproduce those phenomena by computer graphics techniques. However, this process is not trivial. We work with a fluid simulation that uses Navier-Stokes equations to model the fluid, a semi-Lagrangian approach to solve it and the level set method to track the surface of the fluid. Modified versions of the Navier-Stokes equations for computer graphics allow us to create a wide diversity of effects. In this paper, we propose a technique that allows us to integrate a force inspired by surface tension into the model. We describe which information we need and how to modify the model with this new approach. We end up with a modified simulation that has additional effects that might be suitable for computer graphics purposes. The effects that we are able to recreate are small waves and droplet-like formations close to the surface of the fluid. This model preserves the overall behavior governed by the Navier-Stokes equations.

Computational rock physics: Lattice-Boltzmann fluid flow simulation in porous media and its applications

  • Keehm, Young-Seuk;Mukerji, Tapan;Nur, Amos
    • 한국지구물리탐사학회:학술대회논문집
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    • 2003.11a
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    • pp.661-668
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    • 2003
  • This paper presents Lattice-Boltzmann simulation techniques for single-phase and two-phase fluid flow in porous media. Numerical experiments were performed in a digital rock sample from X-ray microtomography. Computed results showed very good agreement with laboratory measurements of permeability and relative permeability. Two applications using these simulation techniques show the potential of the Lattice-Boltzmann flow simulation to solve many difficult problems coupled with fluid flow in porous media.

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Parallel Processing of Multi-Core Processor and GPUs in Projection Step for Efficient Fluid Simulation (효율적인 유체 시뮬레이션을 위한 투영 단계에서의 멀티 코어 프로세서와 그래픽 프로세서의 병렬처리)

  • Kim, Sun-Tae;Jung, Hwi-Ryong;Hong, Jeong-Mo
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.48-54
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    • 2013
  • In these days, the state-of-art technologies employ the heterogeneous parallelization of CPU and GPU for fluid simulations in the field of computer graphics. In this paper, we present a novel CPU-GPU parallel algorithm that solves projection step of fluid simulation more efficiently than existing sequential CPU-GPU processing. Fluid simulation that requires high computational resources can be carried out efficiently by the proposed method.