2017Unpublished venueRequires access

Screen Space Rendering Solution for Multiphase SPH Simulation

Caio Brito, Mozart William Santos Almeida, André Luiz Buarque Vieira-e-Silva, João Marcelo Teixeira, Verônica Teichrieb

Open publisher page 4 citations

Abstract

Fluid simulation using meshless methods has increasingly become a robust way to solve mechanics problems that require dealing with large deformations, and has become very popular in many applications such as naval engineering, mechanical engineering, movies and games. One of the main methods is the Smoothed Particle Hydrodynamics (SPH). This work has two main goals: to propose a multiphase SPH formulation by extending the work of Silva et al. and to propose a shader based render solution for this kind of simulation. The proposed SPH method was able to simulate multiphase fluids with up to one million particles and the renderer was able to generate visually plausible results up to 60fps.

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What this paper is about

Fluid simulation using meshless methods has increasingly become a robust way to solve mechanics problems that require dealing with large deformations, and has become very popular in many applications such as naval engineering, mechanical engineering, movies and games. One of the main methods is the Smoothed Particle Hydrodynamics (SPH). This work has two main goals: to propose a multiphase SPH formulation by extending the work of Silva et al. and to propose a shader based render solution for this kind of simulation. The proposed SPH method was able to simulate multiphase fluids with up to one million particles and the renderer was able to generate visually plausible results up to 60fps.

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Available abstract

Fluid simulation using meshless methods has increasingly become a robust way to solve mechanics problems that require dealing with large deformations, and has become very popular in many applications such as naval engineering, mechanical engineering, movies and games. One of the main methods is the Smoothed Particle Hydrodynamics (SPH). This work has two main goals: to propose a multiphase SPH formulation by extending the work of Silva et al. and to propose a shader based render solution for this kind of simulation. The proposed SPH method was able to simulate multiphase fluids with up to one million particles and the renderer was able to generate visually plausible results up to 60fps.

Key concepts: Smoothed-particle hydrodynamics, Fluid simulation, Computer science, Rendering (computer graphics), Shader, Multiphase flow, Computational science, Computer graphics (images)

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