scholarly journals A fluid simulation method based on two-dimensional smoothed particle hydrodynamics

2016 ◽  
Vol 65 (24) ◽  
pp. 244701
Author(s):  
Zhang Hai-Chao ◽  
Zheng Dan-Chen ◽  
Bian Mao-Song ◽  
Han Min
Author(s):  
Samir Hassan Sadek ◽  
Mehmet Yildiz

This work presents the development of both weakly compressible and incompressible Smoothed Particle Hydrodynamics (SPH) models for simulating two-dimensional transient viscoelastic free surface flow which has extensive applications in polymer processing industries. As an illustration with industrial significance, we have chosen to model the extrudate swell of a second-order polymeric fluid. The extrudate or die swell is a phenomenon that takes place during the extrusion of polymeric fluids. When a polymeric fluid is forced through a die to give a polymer its desired shape, due to its viscoelastic non-Newtonian nature, it shows a tendency to swell or contract at the die exit depending on its rheological parameters. The die swell phenomenon is a typical example of a free surface problem where the free surface is formed at the die exit after the polymeric fluid has been extruded. The swelling process leads to an undesired increase in the dimensions of the extrudate. To be able to obtain a near-net shape product, the flow in the extrusion process should be well-understood to shed some light on the important process parameters behind the swelling phenomenon. To this end, a systematic study has been carried out to compare constitutive models proposed in literature for second-order fluids in terms of their ability to capture the physics behind the swelling phenomenon. The effect of various process and rheological parameters on the die swell such as the extrusion velocity, normal stress coefficients, and Reynolds and Deborah numbers have also been investigated. The models developed here can predict both swelling and contraction of the extrudate successfully. The die swell problem was solved for a wide range of Deborah numbers and for two different Re numbers. The numerical model was validated through the solution of fully developed Newtonian and Non-Newtonian viscoelastic flows in a two-dimensional channel, and the results of these two benchmark problems were compared with analytic solutions, and good agreements were obtained.


2007 ◽  
Vol 24 (3) ◽  
pp. 159-173 ◽  
Author(s):  
Daniel J. Price

AbstractThis paper presents SPLASH, a publicly available interactive visualisation tool for Smoothed Particle Hydrodynamics (SPH) simulations. Visualisation of SPH data is more complicated than for grid-based codes because the data are defined on a set of irregular points and therefore requires a mapping procedure to a two dimensional pixel array. This means that, in practise, many authors simply produce particle plots which offer a rather crude representation of the simulation output. Here we describe the techniques and algorithms which are utilised in SPLASH in order to provide the user with a fast, interactive and meaningful visualisation of one, two and three dimensional SPH results.


Author(s):  
Linxu Fan ◽  
Yongou Zhang ◽  
Chizhong Wang ◽  
Tao Zhang

Smoothed particle hydrodynamics (SPH) is regarded as a pure Lagrangian approach, which can solve fluid dynamics problems without the creation of mesh. In this paper, a paralleled SPH solver is developed to solve particle-based computational acoustics (PCA). The aim of this paper is to study the feasibility of using SPH to solve acoustic problems and to improve the efficiency of solving processes by paralleling some procedures on GPU during calculating. A stand SPH code running serially in a CPU is proposed to solve wave equation. This is a wave propagating in a two-dimensional domain. After finishing the computation, the results are compared with the theoretical solutions and they agree well. So its feasibility is verified. There are two main methods for searching neighbor particles: all-pair search method and linked-list search method. Both methods are used in different codes to simulate an identical problem and their runtimes are compared to investigate their searching efficiencies. The runtime results show that linked-list search method has a higher efficiency, which can save a lot of searching time when simulating problems with huge amounts of particles. Furthermore, the percentages of different procedures’ runtimes in a simulation are also discussed to find the most consuming one. Then, some codes are modified to run in different GPUs and their runtimes are compared with those of serial ones on a CPU. Runtime results show that the paralleled algorithm can be more than 80 times faster than the serial one. The result shows that GPU paralleled SPH computing can achieve desirable accuracy and speed in solving acoustic problems.


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