Interaction between fluid and solid body surfaces in fluid simulation using material-point method

Dody Dharma, R. Munir, Tito D. Kesumo Siregar
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Abstract

Recently, fluid simulation computation is not only limited for research or industrial purpose but can also be implemented into personal computer software. With the advent of interactive real-time fluid simulation. One challenge of real-time fluid simulation is to simulate interaction between fluids and solid bodies. In this paper, we extend a two-dimensional material-point method (MPM) based fluid simulation with fluid particle and solid body surface interaction calculation. To simulate the interactions, we use several geometry concepts such as reflection and shape in order to formulate the necessary equations of fluid particle velocity change. The equation is then implemented into an existing MPM-based fluid simulation. Based on the benchmark results, the proposed fluid-solid body interaction method is viable for real-time fluid simulation. Performance drop between 21%–26% is observed in the implementation, with the maximum number of particles to be simulated while maintaining the average frame rate above 30 FPS is 75,000 particles. Finally, we found that the number of particles and solid body complexity affects the fluid simulation performance, while the number of solid body polygons does not affect the fluid simulation performance.
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材料点法流体模拟中流体与固体表面的相互作用
目前,流体模拟计算不仅局限于研究或工业用途,而且可以在个人计算机软件中实现。随着交互式实时流体仿真的出现。实时流体仿真的挑战之一是如何模拟流体与固体之间的相互作用。本文将基于二维物质点法(MPM)的流体模拟扩展为流体颗粒与固体表面相互作用的计算。为了模拟这种相互作用,我们使用了反射和形状等几何概念来建立流体粒子速度变化的必要方程。然后将该方程应用到现有的基于mpm的流体模拟中。基于基准结果,本文提出的流固耦合方法可用于实时流体仿真。在实现过程中观察到性能下降21%-26%,在保持30 FPS以上的平均帧率的情况下,要模拟的最大粒子数为75,000个粒子。最后,我们发现颗粒数和实体复杂度影响流体模拟性能,而实体多边形数不影响流体模拟性能。
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