Boundary SPH for Robust Particle–Mesh Interaction in Three Dimensions

IF 1.8 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Algorithms Pub Date : 2024-05-16 DOI:10.3390/a17050218
Ryan Kim, Paul M. Torrens
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Abstract

This paper introduces an algorithm to tackle the boundary condition (BC) problem, which has long persisted in the numerical and computational treatment of smoothed particle hydrodynamics (SPH). Central to the BC problem is a need for an effective method to reconcile a numerical representation of particles with 2D or 3D geometry. We describe and evaluate an algorithmic solution—boundary SPH (BSPH)—drawn from a novel twist on the mesh-based boundary method, allowing SPH particles to interact (directly and implicitly) with either convex or concave 3D meshes. The method draws inspiration from existing works in graphics, particularly discrete signed distance fields, to determine whether particles are intersecting or submerged with mesh triangles. We evaluate the efficacy of BSPH through application to several simulation environments of varying mesh complexity, showing practical real-time implementation in Unity3D and its high-level shader language (HLSL), which we test in the parallelization of particle operations. To examine robustness, we portray slip and no-slip conditions in simulation, and we separately evaluate convex and concave meshes. To demonstrate empirical utility, we show pressure gradients as measured in simulated still water tank implementations of hydrodynamics. Our results identify that BSPH, despite producing irregular pressure values among particles close to the boundary manifolds of the meshes, successfully prevents particles from intersecting or submerging into the boundary manifold. Average FPS calculations for each simulation scenario show that the mesh boundary method can still be used effectively with simple simulation scenarios. We additionally point the reader to future works that could investigate the effect of simulation parameters and scene complexity on simulation performance, resolve abnormal pressure values along the mesh boundary, and test the method’s robustness on a wider variety of simulation environments.
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三维鲁棒性粒子-网格相互作用的边界 SPH
本文介绍了一种解决边界条件(BC)问题的算法,该问题长期存在于平滑粒子流体力学(SPH)的数值计算处理中。BC 问题的核心是需要一种有效的方法来协调粒子的数值表示与二维或三维几何。我们描述并评估了一种算法解决方案--边界 SPH (BSPH)--它源自基于网格的边界方法的一种新转折,允许 SPH 粒子与凸或凹三维网格进行(直接或隐式)交互。该方法借鉴了图形学领域的现有研究成果,特别是离散符号距离场,以确定粒子是否与网格三角形相交或被网格三角形淹没。我们通过将 BSPH 应用于不同网格复杂度的多个仿真环境来评估其功效,展示了在 Unity3D 及其高级着色器语言(HLSL)中的实际实时实现,并在粒子操作的并行化中对其进行了测试。为了检验鲁棒性,我们描绘了模拟中的滑移和无滑移条件,并分别评估了凸面和凹面网格。为了证明经验效用,我们展示了在模拟静止水箱流体力学实施中测量到的压力梯度。我们的结果表明,尽管 BSPH 在靠近网格边界流形的颗粒间产生了不规则的压力值,但它成功地防止了颗粒与边界流形相交或浸入边界流形。对每种模拟场景的平均 FPS 计算表明,网格边界法仍然可以有效地用于简单的模拟场景。此外,我们还为读者指出了未来的工作方向,即研究仿真参数和场景复杂度对仿真性能的影响,解决网格边界上的异常压力值,以及在更广泛的仿真环境中测试该方法的鲁棒性。
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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来源期刊
Algorithms
Algorithms Mathematics-Numerical Analysis
CiteScore
4.10
自引率
4.30%
发文量
394
审稿时长
11 weeks
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