http://swrc.ontoware.org/ontology#TechnicalReport
SPH: Towards Flood Simulations
en
形状・シミュレーション
The University of Tokyo
Comenius University in Bratislava
The University of Tokyo
Roman Durikovic
Michal Chladek
Tomoyuki Nishita
Flood simulation is a complex problem involving large masses of fluid, soil watering, erosion and collision. We will demonstrate the flood simulation of cities were the fluid particles collide with a complex city model. For the fluid simulation we had used Smoothed Particle Hydrodynamics (SPH) method, by which we gained less expensive computation than by using other known methods of water simulation. Because of complex models, a particle nearest neighbor search and collision handling take an important role in the simulation and become a computational burden. We simulate a one-way solid fluid interaction (either solid influences the velocity of the fluid or fluid moves the solid) that requires having fine details in the colliding areas. We propose a new approach for nearest neighbor search and the fast approach of collision handling in particle based methods by using the distance from surface. We implemented SPH fluid simulator which can import a model represented by boundaries. We visualize the results, reconstruct the surface of the fluid and export it into a COLLADA file that can rendered in Standard 3D rendering software.
Flood simulation is a complex problem involving large masses of fluid, soil watering, erosion and collision. We will demonstrate the flood simulation of cities were the fluid particles collide with a complex city model. For the fluid simulation we had used Smoothed Particle Hydrodynamics (SPH) method, by which we gained less expensive computation than by using other known methods of water simulation. Because of complex models, a particle nearest neighbor search and collision handling take an important role in the simulation and become a computational burden. We simulate a one-way solid fluid interaction (either solid influences the velocity of the fluid or fluid moves the solid) that requires having fine details in the colliding areas. We propose a new approach for nearest neighbor search and the fast approach of collision handling in particle based methods by using the distance from surface. We implemented SPH fluid simulator which can import a model represented by boundaries. We visualize the results, reconstruct the surface of the fluid and export it into a COLLADA file that can rendered in Standard 3D rendering software.
AN10100541
研究報告グラフィクスとCAD（CG）
2010-CG-141
12
1-6
2010-11-01