Interactive fluid simulation based on material point method for mobile devices

Dody Dharma, Afwarman Manaf
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引用次数: 2

Abstract

In this paper, we explain about the implementation of interactive fluid simulation based on Navier-Stokes equations for mobile devices. We use Material Point Method (Euler-Lagrange) approach for fluid discretization. This implementation is optimized to reach 60 cycles/second of simulation. The dynamic computing optimization is done by using several techniques, such as: grid size reduction, quadratic B-spline interpolation, and localized active node computation. The gravitational direction is determined by data stream from accelerometer sensor. The external forces of fluid are generated from touch screen sensor and its coordinate. We also propose a strategy for fluid visualization in Graphic Processing Unit (GPU) in order to reach rendering performance at 60 frame-per-second (fps) by using motion blur technique. From this research, we obtain 2000 particles that can be simulated interactively at 60 fps.
基于物质点法的移动设备交互流体仿真
在本文中,我们解释了基于Navier-Stokes方程的移动设备交互式流体模拟的实现。采用物质点法(欧拉-拉格朗日)进行流体离散化。该实现经过优化,达到60个周期/秒的模拟。采用网格尺寸缩减、二次b样条插值和局部活动节点计算等技术进行动态计算优化。重力方向由加速度计传感器的数据流确定。流体的外力是由触摸屏传感器及其坐标产生的。为了达到60帧/秒(fps)的渲染性能,我们还提出了一种图形处理单元(GPU)的流体可视化策略。从这项研究中,我们获得了2000个可以以60fps的速度进行交互模拟的粒子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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