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Computer simulation method for self-adaptive particle fluid

A particle fluid and simulation method technology, applied in computer-aided design, calculation, design optimization/simulation, etc., to achieve the effect of improving simulation efficiency, high efficiency, and increasing calculation speed

Pending Publication Date: 2020-08-25
TIANJIN UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] Although computational fluid dynamics also solves the fluid simulation problem in the study of fluid numerical laws, in some application fields, such as film and television animation works or game animation, visual effects in science fiction films, interactive games, virtual reality technology, and even Media art and computational fluid dynamics methods cannot perfectly solve some problems. In these application fields, more emphasis is placed on the generation and display of fluids and the artistry of fluid simulations

Method used

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  • Computer simulation method for self-adaptive particle fluid
  • Computer simulation method for self-adaptive particle fluid
  • Computer simulation method for self-adaptive particle fluid

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 2

[0039] The solution in Embodiment 1 will be further introduced below in combination with specific examples and calculation formulas. For details, see the following description:

[0040] Step S0101: Use the particle level set method to estimate the distance of each fluid particle i from the fluid surface, as shown in formula (1), formula (2), formula (3), and formula (4).

[0041]

[0042]

[0043]

[0044]

[0045] Where x j And r j Are the position and radius of particle j, Is the average position of fluid particles in the neighborhood of particle i, Is the average radius in the neighborhood, Is an initial value for calculating the distance level set function, h represents the range of the neighborhood h, W ij Is the coefficient, and W is the kernel function in the SPH method.

[0046] Step S0102: Calculate the initial estimated value of the distance between the particles close to the surface and the fluid surface by the step length As shown in formula (5).

[0047]

[0048] amon...

Embodiment 3

[0093] The feasibility verification of the schemes in Examples 1 and 2 is carried out below in conjunction with specific experiments, as detailed in the following description:

[0094] in figure 2 As can be seen from Table 1, as the number of particles increases, the search time of the tree search algorithm is significantly better than that of the global matching search algorithm. In terms of memory consumption, using the global matching search algorithm saves more memory, while using the tree search algorithm takes up slightly more memory.

[0095] Table 1 Search algorithm memory usage table

[0096]

[0097] In summary, if you want to simulate a fluid domain simulation with a smaller number of fluid particles, the efficiency of the global matching particle search algorithm may be better, but if the number of simulated particles is large, most of the time, the present invention must at least simulate There are tens of thousands of particles, so the tree search algorithm is a more ...

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Abstract

The invention discloses a self-adaptive particle fluid computer simulation method for a self-adaptive particle fluid, which comprises the following steps: calculating the distance from each fluid particle to the fluid surface in the whole fluid simulation domain, and calculating the optimal radius of each particle through the distance; according to the optimal radius, performing particle splittingoperation or particle merging operation on all particles in the fluid domain to obtain updated particles; adding a vorticity constraint based on the updated particles, and constructing virtual particles of a range boundary by using a boundary virtual particle adaptive method to perform boundary control of the fluid so as to improve detail simulation; and constructing the latest positions and speeds of all particles in the whole fluid simulation domain. According to the invention, the radius of the fluid particle can be automatically adjusted to adapt to the resolution simulation meeting the requirement, and rich fluid details can still be provided while the fluid simulation efficiency is improved.

Description

Technical field [0001] The present invention relates to the field of particle fluids, in particular to a computer simulation method for adaptive particle fluids. Background technique [0002] Fluid exists in all aspects of daily life. In a narrow sense, fluid refers to flowing liquid, such as a water drop, a fountain, a wave in the sea, a waterfall, etc. Broadly speaking, fluids are not limited to liquids. All objects that flow in accordance with a certain physical law are called fluids, such as smoke, mudslides, storms, quicksand and so on. The existence of fluid is very common, and its movement phenomenon seems to be very simple, but when the fluid moves, the physical laws of the fluid's internal domain are very complicated. During the entire movement of the fluid, its interior includes various movement details and mechanical laws such as convection, diffusion, turbulence and surface tension of the fluid. In the field of physics, the subject of fluid mechanics is mainly to st...

Claims

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Application Information

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IPC IPC(8): G06F30/25G06F113/08G06F119/14
CPCG06F30/25G06F2113/08G06F2119/14
Inventor 应翔孟泽辰于健徐天一李雪威刘志强田红策
Owner TIANJIN UNIV
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