期刊文献+

SPH扩展方法实现液体与固体交互实时模拟

Real-time Simulation for Interaction of Liquid and Solid by Extended SPH Method
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摘要 为解决模拟液体和固体交互时速度缓慢与效果不真实的问题,对传统SPH(Smoothed Particle Hydrodynamics)方法进行扩展.首先,将液体和固体均视为粒子的集合,使用SPH扩展方法模拟液体的流动,固体粒子作为液体粒子的一部分与液体交互,同时保持固体自身的形状,减少了计算量;其次,为了加快搜索液固交互时相互作用粒子的速度,解决SPH中搜索最近相邻粒子速度较慢的问题,提出链表搜索方法搜索相互作用的粒子;最后,运用Marching Cubes体绘制算法重建液体表面,实现液固交互的真实模拟.实验表明:5000粒子规模以下、光滑半径为0.01时,液固交互的绘制帧率达到14-74帧/秒;同时,液体的飞溅及漩涡表现更加真实. To solve the problems such as the slow velocity and the not true effect in the simulation of the fluid and solid interaction, this paper proposes a method extending the conventional SPH fluid simulation. First, both the liquid particles and moving solid parti- cles are expressed as a series of particles. The solid particles are assumed as part of the liquid particles while interacting, meanwhile, the solid particles keep the solid shape. Secondly, in order to speed up in searching the interaction particles, the list was proposed to search the interacting particles. Finally, the Marching Cubes volume rendering algorithm was used to reconstruct the fluid surface. Experimental results show that the rendering frame rate in the simulation of the fluid and solid interaction is from 14 to 74 fps as the particles are less than 5000 and the smooth radius is 0.01. Furthermore, the liquid vortex and liquid splash are more authentic.
出处 《小型微型计算机系统》 CSCD 北大核心 2012年第9期2083-2086,共4页 Journal of Chinese Computer Systems
基金 国家自然科学基金项目(60970073)资助
关键词 SPH 液体与固体交互 最近相邻粒子搜索 MARCHING CUBES SPH interaction of fluid and solid nearest neighbor particle search marching cubes
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