scholarly journals Rigid Body Interaction for Large-Scale Real-Time Water Simulation

2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Timo Kellomäki

Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing the water to interact with rigid bodies is essential for applications such as games, but traditional heightfield interaction methods concentrate on water-to-body effects by letting water flow through the bodies. We instead take an approach where the bodies block water. Our earlier method is improved in several ways, taking steps toward a single method to create both water-to-body and body-to-water effects. The new method is also visually compared to a traditional method by Thürey et al. A drawback of our method is that it has some grid aliasing artifacts that appear especially when the method is used for floating bodies. However, our method is demonstrated to work together with the Thürey method, which allows us to get the best of both worlds to simulate both floating and blocking bodies in a single scene. The method runs in real time for large areas of water even with a very limited GPU budget.

Author(s):  
Tamer M. Wasfy ◽  
Hatem M. Wasfy ◽  
Jeanne M. Peters

A flexible multibody dynamics explicit time-integration parallel solver suitable for real-time virtual-reality applications is presented. The hierarchical “scene-graph” representation of the model used for display and user-interaction with the model is also used in the solver. The multibody system includes rigid bodies, flexible bodies, joints, frictional contact constraints, actuators and prescribed motion constraints. The rigid bodies rotational equations of motion are written in a body-fixed frame with the total rigid body rotation matrix updated each time step using incremental rotations. Flexible bodies are modeled using total-Lagrangian spring, truss, beam and hexahedral finite elements. The motion of the elements is referred to a global inertial Cartesian reference frame. A penalty technique is used to impose joint/contact constraints. An asperity-based friction model is used to model joint/contact friction. A bounding box binary tree contact search algorithm is used to allow fast contact detection between finite elements and other elements as well as general triangular/quadrilateral rigid-body surfaces. The real-time solver is used to model virtual-reality based experiments (including mass-spring systems, pendulums, pulley-rope-mass systems, billiards, air-hockey and a solar system) for a freshman university physics e-learning course.


Author(s):  
Toby Heyn ◽  
Hammad Mazhar ◽  
Arman Pazouki ◽  
Daniel Melanz ◽  
Andrew Seidl ◽  
...  

This contribution discusses a multi-physics simulation engine, called Chrono, that relies heavily on parallel computing. Chrono aims at simulating the dynamics of systems containing rigid bodies, flexible (compliant) bodies, and fluid-rigid body interaction. To this end, it relies on five modules: equation formulation (modeling), equation solution (simulation), collision detection support, domain decomposition for parallel computing, and post-processing analysis with emphasis on high quality rendering/visualization. For each component we point out how parallel CPU and/or GPU computing have been leveraged to allow for the simulation of applications with millions of degrees of freedom such as rover dynamics on granular terrain, fluid-structure interaction problems, or large-scale flexible body dynamics with friction and contact for applications in polymer analysis.


2015 ◽  
Vol 719-720 ◽  
pp. 275-278
Author(s):  
Yang Xiang Zhang ◽  
Yun Zhu ◽  
Hui Ye

The authors have designed an augmented reality based rigid body motion experiment system (ARRBMES), which could capture the physical motion information from the interaction between the users and virtual rigid bodies in real-time. The launcher and the container of the rigid bodies in this system are all positioned by tag cards, and the initial physical quantities of the rigid bodies are captured and analyzed through the motion information of the launcher tag card. Then ARRBMES will realize the real-time display of rigid body motion and collision events in a virtual-real fusion environment. ARRBMES can simulate the motion of rigid bodies in ideal state which cannot be achieved in the real world. As a result, the users can obtain realistic experience and the system can increase their physical intuition and cognitive experience. Moreover, ARRBMES can obtain physical information from the interaction in real-time between users and the system, which makes it a special Cyber-Physical System.


2018 ◽  
Vol 68 (12) ◽  
pp. 2857-2859
Author(s):  
Cristina Mihaela Ghiciuc ◽  
Andreea Silvana Szalontay ◽  
Luminita Radulescu ◽  
Sebastian Cozma ◽  
Catalina Elena Lupusoru ◽  
...  

There is an increasing interest in the analysis of salivary biomarkers for medical practice. The objective of this article was to identify the specificity and sensitivity of quantification methods used in biosensors or portable devices for the determination of salivary cortisol and salivary a-amylase. There are no biosensors and portable devices for salivary amylase and cortisol that are used on a large scale in clinical studies. These devices would be useful in assessing more real-time psychological research in the future.


2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


Author(s):  
Paul Oehlmann ◽  
Paul Osswald ◽  
Juan Camilo Blanco ◽  
Martin Friedrich ◽  
Dominik Rietzel ◽  
...  

AbstractWith industries pushing towards digitalized production, adaption to expectations and increasing requirements for modern applications, has brought additive manufacturing (AM) to the forefront of Industry 4.0. In fact, AM is a main accelerator for digital production with its possibilities in structural design, such as topology optimization, production flexibility, customization, product development, to name a few. Fused Filament Fabrication (FFF) is a widespread and practical tool for rapid prototyping that also demonstrates the importance of AM technologies through its accessibility to the general public by creating cost effective desktop solutions. An increasing integration of systems in an intelligent production environment also enables the generation of large-scale data to be used for process monitoring and process control. Deep learning as a form of artificial intelligence (AI) and more specifically, a method of machine learning (ML) is ideal for handling big data. This study uses a trained artificial neural network (ANN) model as a digital shadow to predict the force within the nozzle of an FFF printer using filament speed and nozzle temperatures as input data. After the ANN model was tested using data from a theoretical model it was implemented to predict the behavior using real-time printer data. For this purpose, an FFF printer was equipped with sensors that collect real time printer data during the printing process. The ANN model reflected the kinematics of melting and flow predicted by models currently available for various speeds of printing. The model allows for a deeper understanding of the influencing process parameters which ultimately results in the determination of the optimum combination of process speed and print quality.


2021 ◽  
Vol 77 (2) ◽  
pp. 98-108
Author(s):  
R. M. Churchill ◽  
C. S. Chang ◽  
J. Choi ◽  
J. Wong ◽  
S. Klasky ◽  
...  

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