A Fast Simulation Method Using SPH and Wavelet for Sub-Particle-Scale Turbulent Flow

dc.contributor.authorFujisawa, Makotoen_US
dc.contributor.authorMimura, Goen_US
dc.contributor.authorAmano, Toshiyukien_US
dc.contributor.authorMiyazaki, Junen_US
dc.contributor.authorKato, Hirokazuen_US
dc.contributor.editorBing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. Linen_US
dc.date.accessioned2013-10-31T09:37:09Z
dc.date.available2013-10-31T09:37:09Z
dc.date.issued2011en_US
dc.description.abstractThis paper presents a fast simulation method for turbulent flow which uses a particle method and wavelet analysis. To simulate fluid flow, the method uses smoothed particle hydrodynamics (SPH), which discretizes the fluid into a collection of particles, and detects regions where turbulent flow will occur by using wavelet analysis without a spatial grid. By taking the curl of wavelet noise, the turbulent flow is then appended as a divergence-free turbulence velocity field. Additionally, by using vortex subparticles, which characterize the vortex features of turbulence, a subparticle-scale representation of turbulent flow is proposed. Implementing almost all processes on a graphics processing unit (GPU), simulations are performed in near real time.en_US
dc.description.seriesinformationPacific Graphics Short Papersen_US
dc.identifier.isbn978-3-905673-84-5en_US
dc.identifier.urihttps://doi.org/10.2312/PE/PG/PG2011short/067-072en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animationen_US
dc.titleA Fast Simulation Method Using SPH and Wavelet for Sub-Particle-Scale Turbulent Flowen_US
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