Abstract

We present a symmetric particle simulation scheme for diffuse fluids based on the Lagrangian Smoothed Particle Hydrodynamics (SPH) model. In our method, the generation of diffuse particles is determined by the entropy of fluid particles, and it is calculated by the velocity difference and kinetic energy. Diffuse particles are generated near the qualified diffuse particle emitters whose diffuse material generation rate is greater than zero. Our method fits the laws of physics better, as it abandons the common practice of adding diffuse materials at the crest empirically. The coupling between diffuse materials and fluid is a post-processing step achieved by the velocity field, which enables the avoiding of the time-consuming process of cross finding neighbors. The influence weights of the fluid particles are assigned based on the degree of coupling. Therefore, it improved the accuracy of the diffuse particle position and made the simulation results more realistic. The approach is appropriate for large scale diffuse fluid, as it can be easily integrated in existing SPH simulation methods and the computational overhead is negligible.

Highlights

  • Diffuse fluids include spray, foam and bubble [1,2]

  • Diffuse particles are rendered as tiny white spheres

  • A symmetric particle-based simulation scheme is proposed for diffuse materials

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Summary

Introduction

Foam and bubble [1,2]. They are widely presented in metallurgical engineering, industry analysis, virtual reality game, and many other fields. Diffuse materials usually attach to the fluid’s boundary or splash around These phenomena indicate the shape of the boundary and the tendency of the flow. Diffuse materials are usually generated by the rushing fluid flow which is hard-to-describe. They need to be deleted dynamically because of the uncertain survival time. The Lagrange method based on fluid particle is suitable for simulating splash scenes with diffuse materials [4]. The generation of diffuse particles is modeled by the entropy of the flow field, which is calculated from the velocity difference and kinetic energy. This step is a post-processing step, ignoring the extremely small forces exerted by the diffuse material on the fluid, and reduces the time spent on the process of finding neighbors

Related Work
Fluid Simulation Model
Physical Constraint
Smoothed Particle Hydrodynamics
Diffuse Material Simulation System
Generation of Diffuse Material
Interaction with Fluid
Termination of Diffuse Material
Implementation
Experimental Section and Results
Sea Water Hit Static Rigid Body
Dam Burst Hit Movable Body
Diffuse Generated by Moving Body
Conclusions
Methods
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