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Orientador(es)
Resumo(s)
Simulação de fluidos é composta por um conjunto de técnicas e ferramentas que
visam emular os comportamentos dos fluidos em diferentes cenários. Hoje em dia, existe
uma vasta diversidade de aplicações que recorrem a esta classe de simulações, podendo
ser usadas para investigações científicas e no entretenimento, como filmes e videojogos.
Deste modo, simulações como estas, podem representar vários tipos de fluido, tais como:
rios, oceanos, ventos, fluxos de corrente, ou lava. Como tal, para se proceder à criação
de fluidos, têm de ser considerados diferentes aspetos do seu comportamento, como a
velocidade, a densidade do fluido, a pressão do fluido ou o nível de viscosidade do mesmo.
Nesta dissertação pretende-se investigar técnicas de simulação de fluidos, bem como
alguns dos contextos em que estas foram utilizadas, e deste modo, selecionar a melhor
abordagem para implementar estas técnicas e respetivos algoritmos, num motor de jogos
como o Unity. Assim, em conformidade com o mais recente crescimento dos motores
de jogo, pretendemos mostrar que estes motores podem contribuir para uma melhor im-
plementação interativa de uma simulação de fluidos e, em simultâneo, manter o rigor
científico das simulações. Com este propósito em mente, são apresentadas quatro simu-
lações de fluidos, ou seja, uma simulação inicial, implementada com três otimizações
de interação entre partículas, com o objetivo de testar qual a abordagem que melhor se
enquadra no objetivo pretendido por um possível utilizador.
A solução proposta, foi implementada recorrendo ao método de computação da mecâ-
nica de fluxos de fluido CFD, Smoothed-particle hydrodynamics(SPH) com o propósito de
simular todo o corpo do fluido, com interação entre partículas. Esta interação foi calculada
apoiando-se em quatro algoritmos de procura de vizinhança diferentes, um algoritmo
que computa a interação entre todas as partículas, um que recorre à simetria de forças
pela terceira lei de Newton, outro inspirado pelo método de simulações de Monte-Carlo
e por fim, um método híbrido em que se recorre a uma grelha auxiliar responsável por
realizar o mapeamento das partículas
Fluid simulation is composed by a set of techniques and tools that aim to emulate the behavior of fluids in different scenarios. Nowadays, there is a wide variety of applications that use this type of simulations, which can be used for both scientific investigations and entertainment, such as movies and videogames. Simulations like these can represent various types of fluid, such as: rivers, oceans, winds, current flows, or even lava. As such, in order to create fluids, different aspects of their behavior must be considered, such as velocity, fluid density, fluid pressure or its viscosity level. In this thesis, we intend to investigate fluid simulation techniques as well as some of the contexts in which they are used. This way, we pretend to select the best approach to implement these techniques and respective algorithms in a game engine such as Unity. In line with the latest growth in game engines, we intend to show that these can contribute to a better interactive implementation of a fluid simulation and, at the same time, main- tain the scientific rigor of the simulations. With this purpose in mind, four simulations of fluids are presented. These are, an initial simulation, implemented with three optimiza- tions of interaction between particles, with the objective of testing which approach best fits the objective intended by a possible user. The proposed solution was implemented using the fluid flow mechanics computation method CFD, Smoothed-particle hydrodynamics(SPH) to simulate the entire fluid body with interaction between particles. This interaction was calculated using four different neighborhood search algorithms, one algorithm that computes the interaction between all particles, one that resorts to the symmetry of forces by Newton’s third law, another inspired by the Monte-Carlo simulation method and finally, a hybrid method using an auxiliary grid responsible for mapping the particles.
Fluid simulation is composed by a set of techniques and tools that aim to emulate the behavior of fluids in different scenarios. Nowadays, there is a wide variety of applications that use this type of simulations, which can be used for both scientific investigations and entertainment, such as movies and videogames. Simulations like these can represent various types of fluid, such as: rivers, oceans, winds, current flows, or even lava. As such, in order to create fluids, different aspects of their behavior must be considered, such as velocity, fluid density, fluid pressure or its viscosity level. In this thesis, we intend to investigate fluid simulation techniques as well as some of the contexts in which they are used. This way, we pretend to select the best approach to implement these techniques and respective algorithms in a game engine such as Unity. In line with the latest growth in game engines, we intend to show that these can contribute to a better interactive implementation of a fluid simulation and, at the same time, main- tain the scientific rigor of the simulations. With this purpose in mind, four simulations of fluids are presented. These are, an initial simulation, implemented with three optimiza- tions of interaction between particles, with the objective of testing which approach best fits the objective intended by a possible user. The proposed solution was implemented using the fluid flow mechanics computation method CFD, Smoothed-particle hydrodynamics(SPH) to simulate the entire fluid body with interaction between particles. This interaction was calculated using four different neighborhood search algorithms, one algorithm that computes the interaction between all particles, one that resorts to the symmetry of forces by Newton’s third law, another inspired by the Monte-Carlo simulation method and finally, a hybrid method using an auxiliary grid responsible for mapping the particles.
Descrição
Palavras-chave
Simulações 3D Simulação de fluidos Simulação de fluidos em Unity Simulações baseadas em grelhas Simulações baseadas em partículas CFD
