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Adaptive Particle Splitting Based on Turbulence Energy for Fluid Simulations on GPUs
https://ipsj.ixsq.nii.ac.jp/records/94956
https://ipsj.ixsq.nii.ac.jp/records/94956eadef338-bc27-48f9-85f6-b577a046d475
名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2013 by the Information Processing Society of Japan
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オープンアクセス |
Item type | SIG Technical Reports(1) | |||||||
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公開日 | 2013-09-02 | |||||||
タイトル | ||||||||
タイトル | Adaptive Particle Splitting Based on Turbulence Energy for Fluid Simulations on GPUs | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | Adaptive Particle Splitting Based on Turbulence Energy for Fluid Simulations on GPUs | |||||||
言語 | ||||||||
言語 | eng | |||||||
キーワード | ||||||||
主題Scheme | Other | |||||||
主題 | 流体アニメーション | |||||||
資源タイプ | ||||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_18gh | |||||||
資源タイプ | technical report | |||||||
著者所属 | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属 | ||||||||
University of Tsukuba | ||||||||
著者所属 | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属 | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属 | ||||||||
Tokyo Institute of Technology | ||||||||
著者所属 | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
University of Tsukuba | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Nara Institute of Science and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Tokyo Institute of Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Nara Institute of Science and Technology | ||||||||
著者名 |
ArnoInWoldeLubke
Makoto, Fujisawa
Taketomi, Takafumi
Goshiro, Yamamoto
Jun, Miyazaki
Hirokazu, Kato
× ArnoInWoldeLubke Makoto, Fujisawa Taketomi, Takafumi Goshiro, Yamamoto Jun, Miyazaki Hirokazu, Kato
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著者名(英) |
Arno, InWoldeLubke
Makoto, Fujisawa
Taketomi, Takafumi
Goshiro, Yamamoto
Jun, Miyazaki
Hirokazu, Kato
× Arno, InWoldeLubke Makoto, Fujisawa Taketomi, Takafumi Goshiro, Yamamoto Jun, Miyazaki Hirokazu, Kato
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論文抄録 | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | We present a simulation method for particle-based fluids to capture small-scale features such as splashes in higher resolution than the underlying base simulation. For this purpose, we split particles in visually important regions of the fluid into smaller, high-resolution particles. To reduce the computational overhead introduced by the additional simulation scale, we propose splitting only those particles found within turbulent surface regions that are visible to the camera. We extract these particles in screen space and decide to split them based on their turbulent energy. Further, to compensate for irregularities in the quantity field that are introduced by transitioning particles, we use a simple blending approach to maintain stability. We fully implemented our method for graphics processing units to further accelerate the computational speed. In early experiments we could achieve speed increases of up to two over a high-resolution simulation while preserving similar visual qualities. | |||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | We present a simulation method for particle-based fluids to capture small-scale features such as splashes in higher resolution than the underlying base simulation. For this purpose, we split particles in visually important regions of the fluid into smaller, high-resolution particles. To reduce the computational overhead introduced by the additional simulation scale, we propose splitting only those particles found within turbulent surface regions that are visible to the camera. We extract these particles in screen space and decide to split them based on their turbulent energy. Further, to compensate for irregularities in the quantity field that are introduced by transitioning particles, we use a simple blending approach to maintain stability. We fully implemented our method for graphics processing units to further accelerate the computational speed. In early experiments we could achieve speed increases of up to two over a high-resolution simulation while preserving similar visual qualities. | |||||||
書誌レコードID | ||||||||
収録物識別子タイプ | NCID | |||||||
収録物識別子 | AN10100541 | |||||||
書誌情報 |
研究報告グラフィクスとCAD(CG) 巻 2013-CG-152, 号 4, p. 1-8, 発行日 2013-09-02 |
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Notice | ||||||||
SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc. | ||||||||
出版者 | ||||||||
言語 | ja | |||||||
出版者 | 情報処理学会 |