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Melting and burning solids into liquids and gases

机译:将固体熔化并燃烧成液体和气体

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摘要

We propose a novel technique for melting and burning solid materials, including the simulation of the resulting liquid and gas. The solid is simulated with traditional mesh-based techniques (triangles or tetrahedra) which enable robust handling of both deformable and rigid objects, collision and self-collision, rolling, friction, stacking, etc. The subsequently created liquid or gas is simulated with modern grid-based techniques, including vorticity confinement and the particle level set method. The main advantage of our method is that state-of-the-art techniques are used for both the solid and the fluid without compromising simulation quality when coupling them together or converting one into the other. For example, we avoid modeling solids as Eulerian grid-based fluids with high viscosity or viscoelasticity, which would preclude the handling of thin shells, self-collision, rolling, etc. Thus, our method allows one to achieve new effects while still using their favorite algorithms (and implementations) for simulating both solids and fluids, whereas other coupling algorithms require major algorithm and implementation overhauls and still fail to produce rich coupling effects (e.g., melting and burning solids).
机译:我们提出了一种用于熔化和燃烧固体材料的新技术,包括对所得液体和气体的模拟。使用传统的基于网格的技术(三角形或四面体)对固体进行模拟,该技术能够对变形和刚性物体,碰撞和自碰撞,滚动,摩擦,堆积等进行稳健的处理。基于网格的技术,包括涡度限制和粒子水平集方法。我们方法的主要优点是,将最新技术用于固体和流体,同时将它们耦合在一起或彼此转换时,不会影响模拟质量。例如,我们避免将实体建模为具有高粘度或粘弹性的基于欧拉网格的流体,这会排除薄壳的处理,自碰撞,滚动等问题。因此,我们的方法允许人们在仍使用它们的情况下获得新的效果最喜欢的用于模拟固体和流体的算法(和实现方式),而其他耦合算法需要对算法和实现方式进行大修,并且仍然无法产生丰富的耦合效果(例如,熔化和燃烧固体)。

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