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WebGL技术下的SPH流体模拟方法
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  • 英文篇名:Smoothed Particle Hydrodynamics Fluid Simulation Method Based on Webgl
  • 作者:刘恒星 ; 范湘涛 ; 刘健 ; 刘朔
  • 英文作者:LIU Heng-xing;FAN Xiang-tao;LIU Jian;LIU Shuo;Key Laboratory of Digital Earth Science,Chinese Academy of Sciences;University of Chinese Academy of Sciences;Key Laboratory for Earth Observation of Hainan Province;
  • 关键词:光滑粒子动力学(SPH) ; 流体模拟 ; WebGL ; 图形处理器
  • 英文关键词:smoothed particle hydrodynamics(SPH);;fluid simulation;;WebGL;;GPU
  • 中文刊名:XXWX
  • 英文刊名:Journal of Chinese Computer Systems
  • 机构:中国科学院数字地球重点实验室中国科学院遥感与数字地球研究所;中国科学院大学;海南省地球观测重点实验室;
  • 出版日期:2017-10-15
  • 出版单位:小型微型计算机系统
  • 年:2017
  • 期:v.38
  • 基金:国家重点研发计划项目(2016YFB0501502)资助;; 海南省自然科学基金项目(20154171)资助;; 三亚市院地科技合作项目(2015YD21)资助;; 中国科学院“一三五”规划项目(Y6SG0200CX)资助
  • 语种:中文;
  • 页:XXWX201710044
  • 页数:6
  • CN:10
  • ISSN:21-1106/TP
  • 分类号:232-237
摘要
随着WebGL技术标准的发展,浏览器端可以无插件地进行复杂实时的计算机流体模拟,但是流体的实时模拟对平台的实时计算和渲染能力有很高的要求,同时常用的流体模拟方法在Web前端很难达到理想的渲染帧率.针对该问题,提出了在WebGL环境下基于多帧缓冲区的SPH流体实时模拟方法,首先,对传统的邻域粒子链表搜索算法进行改进;然后在频繁的粒子位置与速度更新过程中,提出基于多帧缓冲区的中间数据存储和传输方法;最后,采用离屏渲染的方式将多个需要绘制的数据一次性送入主帧缓冲区中进行渲染.实验结果表明,该方法可以使SPH流体模拟完全运行在GPU上,并且该方法是基于CPU的链表搜索算法的渲染帧率的5倍,同时,在粒子数目增加至50k且进一步增加的情况下,比基于GPU的Bayraktar算法具有明显的优势,能够满足在Web前端进行三维场景渲染的帧率要求.
        With the development of WebGL technical standards,we can realize the complex and real-time fluid simulation rendering with no plugins in Web front-end.But the real-time calculation and rendering capabilities have high demands.To solve the problem mentioned before,this paper presents a SPH fluid real-time simulation method based on multi-frame buffers under WebGL.Firstly,we improved the traditional particles chain table search algorithm,and proposed to build the particles position number look-up table in grids for redundant computation to determine the neighbor grids of current particle during the algorithm process.Then,we proposed intermediate data storage and transmission method based on multi-frame buffer in the frequent update process of particle position and velocity,which can decrease the data transfer between CPU and GPU.Finally,we put many intermediate results into off-screen frame buffer to blend and used the off-screen rendering method,which can draw a plurality of data at once into the main frame buffer rendering.This method allows SPH fluid simulation runs entirely on the GPU.The experimental results show that rendering frame rate of this method is five times than linked-list search algorithm based on CPU.when the number of particles increases up to 50 K and further,this method has obvious advantages comparing with Bayraktar GPU-based algorithm,and can meet the frame rate requirements of three-dimensional scene rendering in Web front-end.
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