{"title":"基于物质点法的移动设备交互流体仿真","authors":"Dody Dharma, Afwarman Manaf","doi":"10.1109/ICAICTA.2015.7335379","DOIUrl":null,"url":null,"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.","PeriodicalId":319020,"journal":{"name":"2015 2nd International Conference on Advanced Informatics: Concepts, Theory and Applications (ICAICTA)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Interactive fluid simulation based on material point method for mobile devices\",\"authors\":\"Dody Dharma, Afwarman Manaf\",\"doi\":\"10.1109/ICAICTA.2015.7335379\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":319020,\"journal\":{\"name\":\"2015 2nd International Conference on Advanced Informatics: Concepts, Theory and Applications (ICAICTA)\",\"volume\":\"16 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 2nd International Conference on Advanced Informatics: Concepts, Theory and Applications (ICAICTA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICAICTA.2015.7335379\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 2nd International Conference on Advanced Informatics: Concepts, Theory and Applications (ICAICTA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICAICTA.2015.7335379","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Interactive fluid simulation based on material point method for mobile devices
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.