臺灣博碩士論文加值系統

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 由於海水碎波模擬往往需花費相當久的時間，且應用上常具有很大限制，針對這個問題，本論文提出一個基於slice的方法來呈現海水碎波自然模擬。首先透過Navier-Stokes方程，精確計算出海水的變化情形，再結合VOF(Volume of fluid) 和一重構自由液面的方法，以快速建構出2D的海水模擬結果。最後對此ㄧ集合之2D模擬結果，採用線性內插和噪音函數(noise function)，來大幅降低模擬時間且達到較佳之模擬效能，並使其可應用在更多的用途上。
 The simulation of breaking wave has a computationally intensive application. In order to reduce the computation, this thesis presents a slice-based water simulation method for ocean breaking waves on natural simulation by generating the 2D simulations and then integrating these 2D simulation results into a 3D shape. We first simulate a 2D wave by a 2D Navier-Stokes solver to obtain the varying of ocean. Then, we combine VOF (Volume of fluid) with a new reconstruct free surface method that is a fast 2D simulation. We use linear interpolation with noise function to construct a complete 3D ocean simulation from these 2D simulations. By doing these, one can reduce the computation time and achieve better efficiency.
 Chapter 1 Introduction ................................................................................................... 1Chapter 2 Related work ................................................................................................. 32.1 Fluid framework......................................................................................... 32.2 Free surface ................................................................................................ 32.3 Height field ................................................................................................ 62.4 Breaking wave ........................................................................................... 6Chapter 3 The proposed method .................................................................................. 103.1 Grid generation ........................................................................................ 113.2 Wave simulation ....................................................................................... 123.2.1 Fluid equations ............................................................................. 133.2.2 Free surface .................................................................................. 163.2.3 Expansion to 3D ........................................................................... 213.2.4 Isosurface reconstruction ............................................................. 233.2.5 Smoothing the surface.................................................................. 233.3 Particle simulation ................................................................................... 243.4 Render ...................................................................................................... 26Chapter 4 Implementation ........................................................................................... 284.1 2D simulations ......................................................................................... 284.1.1 Initialization ................................................................................. 294.1.2 Discretization ............................................................................... 304.1.3 Boundary conditions and surface grid ......................................... 324.2 GPU implementation ............................................................................... 344.3 Results ...................................................................................................... 37Chapter 5 Conclusions ................................................................................................. 44References .................................................................................................................... 45
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 1 結合流固耦合之有效Slice-based海洋模擬機制

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