An Adaptive Boundary Material Point Method With Surface Particle Reconstruction

IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Haokai Zeng, Dongyu Yang, Yanrui Xu, Yalan Zhang, Zhongmin Wang, Feng Tian, Xiaokun Wang, Xiaojuan Ban
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引用次数: 0

Abstract

The expression of fine details such as fluid flowing through narrow pipes or split by thin plates poses a significant challenge in simulations involving complex boundary conditions. As a hybrid method, the material point method (MPM), which is widely used for simulating various materials, combines the advantages of Lagrangian particles and Eulerian grids. To achieve accurate simulations of fluid flow through narrow pipes, high-resolution uniform grid cells are necessary, but this often leads to inefficient simulation performance. In this article, we present an adaptive boundary material point method that facilitates adaptive subdivision within regions of interest and conducts collision detection across grids of varying sizes. Within this framework, particles interact through grids of differing resolutions. To tackle the challenge of unevenly distributed subdivided particles, we propose a surface reconstruction approach grounded in the color distance field (CDF), which accurately defines the relationship between the particles and the reconstructed surface. Furthermore, we incorporate a mesh refinement technique to enrich the detail of the mesh utilized to mark the grids during subdivision. We demonstrate the effectiveness of our approach in simulating various materials and boundary conditions, and contrast it with existing methods, underscoring its distinctive advantages.

Abstract Image

基于表面粒子重构的自适应边界质点法
在涉及复杂边界条件的模拟中,流体流过窄管或被薄板劈开等精细细节的表达提出了重大挑战。材料点法(material point method, MPM)结合了拉格朗日粒子和欧拉网格的优点,是一种混合方法,广泛应用于各种材料的模拟。为了精确模拟流体在狭窄管道中的流动,需要高分辨率的均匀网格单元,但这往往导致模拟性能低下。在本文中,我们提出了一种自适应边界物质点方法,该方法促进了感兴趣区域内的自适应细分,并跨不同大小的网格进行碰撞检测。在这个框架内,粒子通过不同分辨率的网格相互作用。为了解决细分粒子分布不均匀的问题,我们提出了一种基于颜色距离场(CDF)的表面重建方法,该方法准确地定义了粒子与重建表面之间的关系。此外,我们结合了网格细化技术来丰富网格的细节,用于在细分过程中标记网格。我们证明了我们的方法在模拟各种材料和边界条件方面的有效性,并将其与现有方法进行了对比,强调了其独特的优势。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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