Abstract

The simulation of large open water surface is challenging using a uniform volumetric discretization of the Navier-Stokes equations. Simulating water splashes near moving objects, which height field methods for water waves cannot capture, necessitates high resolutions. Such simulations can be carried out using the Fluid-Implicit-Particle (FLIP) method. However, the FLIP method is not efficient for the long-lasting water waves that propagate to long distances, which require sufficient depth for a correct dispersion relationship. This paper presents a new method to tackle this dilemma through an efficient hybridization of volumetric and surface-based advection-projection discretizations. We design a hybrid time-stepping algorithm that combines a FLIP domain and an adaptively remeshed Boundary Element Method (BEM) domain for the incompressible Euler equations. The resulting framework captures the detailed water splashes near moving objects with the FLIP method, and produces convincing water waves with correct dispersion relationships at modest additional costs.

Highlights

  • As the Hong Kong American martial artist and actor Bruce Lee commented, “water can flow or creep or drip or crash.” From calm waves on a boundless sea to roaring splashes around a speedboat, intriguing large-scale and small-scale aspects of dynamic liquids have attracted great attention in computational physics and computer graphics.Simulating the high-frequency water splashes near the moving structure is relatively easy by a volumetric Navier-Stokes solver

  • After we test the FLIP to Boundary Element Method (BEM) coupling, we show our BEM to FLIP coupling based on the boundary integral is compatible with Stokes’s wave theory [Stomakhin and Selle 2017]

  • We validate the two-way coupling by extending a small FLIP region with BEM to a larger tank, whose motion qualitatively matches the reference FLIP solution in the larger tank

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Summary

Introduction

As the Hong Kong American martial artist and actor Bruce Lee commented, “water can flow or creep or drip or crash.” From calm waves on a boundless sea to roaring splashes around a speedboat, intriguing large-scale and small-scale aspects of dynamic liquids have attracted great attention in computational physics and computer graphics.Simulating the high-frequency water splashes near the moving structure is relatively easy by a volumetric Navier-Stokes solver. As the Hong Kong American martial artist and actor Bruce Lee commented, “water can flow or creep or drip or crash.”. From calm waves on a boundless sea to roaring splashes around a speedboat, intriguing large-scale and small-scale aspects of dynamic liquids have attracted great attention in computational physics and computer graphics. Simulating the high-frequency water splashes near the moving structure is relatively easy by a volumetric Navier-Stokes solver. One of such solvers is the popular Fluid-Implicit-Particle (FLIP) method, which was proposed by Brackbill and Ruppel [1986] as an extension to the Particle-In-Cell (PIC) method [Harlow 1964], and introduced to computer graphics by Zhu and Bridson [2005].

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