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AN ADAPTIVE CONTROL STRATEGY FOR PROPER MESH DISTRI-BUTION IN LARGE EDDY SIMULATION 被引量:5
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作者 ZHANG Bin WANG Tong +1 位作者 GU Chuan-gang DAI Zheng-yuan 《Journal of Hydrodynamics》 SCIE EI CSCD 2010年第6期865-870,共6页
The Filtering Grid Scale (FGS) of sub-grid scale models does not match with the theoretical Proper FGS (PFGS) because of the improper mesh. Therefore, proper Large Eddy Simulation (LES) Mesh is very decisive for... The Filtering Grid Scale (FGS) of sub-grid scale models does not match with the theoretical Proper FGS (PFGS) because of the improper mesh. Therefore, proper Large Eddy Simulation (LES) Mesh is very decisive for better results and more economical cost. In this work, the purpose is to provide an adaptive control strategy for proper LES mesh with turbulence theory and CFD methods. A new expression of PFGS is proposed on the basis of -5/3 law of inertial sub-range and the proper mesh of LES can be built directly from the adjustment of RANS mesh. A benchmark of the backward facing step flow at Re = 5147 is provided for application and verification. There are three kinds of mesh sizes, including the RANS mesh, LAM (LES of adaptive-control mesh), LFM (LES of fine mesh), employed here. The grid number of LAM is smaller than those of LFM evidently, and the results of LAM are in a good agreement with those of DNS and experiments. It is revealed that the results of LAM are very close to those of LFM. The conclusions provide positive evidences for the novel strategy. 展开更多
关键词 large Eddy simulation (LES) Proper Filtering Grid scale (PFGS) TURBULENCE -5/3 law adaptive control
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基于Geometry Clipmap的海洋模拟
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作者 蒲一磊 贺卫东 +2 位作者 赵锴源 李程鹏 张严辞 《中国体视学与图像分析》 2018年第2期133-140,共8页
本文提出将原本用于地形渲染的Geometry Clipmap技术应用到大规模海洋渲染上,并进行适当调整和改进,使之能更好地适用于动态的海洋场景。首先构建多细节层次的海平面二维网格,然后在相邻层网格之间进行拼接和过渡,接着使用Gerstner波合... 本文提出将原本用于地形渲染的Geometry Clipmap技术应用到大规模海洋渲染上,并进行适当调整和改进,使之能更好地适用于动态的海洋场景。首先构建多细节层次的海平面二维网格,然后在相邻层网格之间进行拼接和过渡,接着使用Gerstner波合成随时间平滑移动的Displacement map,最后二维网格根据Displacement map更新网格顶点属性,得到具有动态波浪的大规模海洋场景。实验结果表明本文算法能够模拟得到很真实的海洋视觉效果,帧率可达到1720帧左右,CPU和GPU内存消耗分别为40 M和30 M。本文提出的将Geometry Clipmap技术应用于海洋渲染的方法,具有很好的真实感、实时性和低内存消耗,对大规模海洋模拟具有一定的应用价值。 展开更多
关键词 大规模海洋模拟 GEOMETRY Clipmap Gerstner波 DISPLACEMENT MAP LOD(level of detail)
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