{"id":11856,"date":"2014-04-11T03:37:43","date_gmt":"2014-04-11T00:37:43","guid":{"rendered":"http:\/\/hgpu.org\/?p=11856"},"modified":"2014-04-11T03:37:43","modified_gmt":"2014-04-11T00:37:43","slug":"real-time-simulation-of-foam-and-sprays-based-on-the-weber-number","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=11856","title":{"rendered":"Real-time Simulation of Foam and Sprays Based on the Weber Number"},"content":{"rendered":"<p>In this paper, we propose a method based on the Weber number to uniformly model and simulate the foam and sprays generated by the fluid motion. We use the SPH to construct the fluid and calculate the Weber number of each particle. The fluid particles are divided into foam particles, transition particles and water particles by comparing their Weber number with a given critical value. These particles are rendered independently. For the solid-liquid interaction in fluid, we use SPH particles to mark the solid shape, and correct the changed solid particle position using a rotating equation. Finally, a more precise fluid surface illumination model is proposed, and the Fresnel reflection coefficient of this model can be gotten by the Snell law. Experiment results show that our method achieve real-time performance and the visual effect is desirable.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this paper, we propose a method based on the Weber number to uniformly model and simulate the foam and sprays generated by the fluid motion. We use the SPH to construct the fluid and calculate the Weber number of each particle. The fluid particles are divided into foam particles, transition particles and water particles [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,3],"tags":[1797,444,1782,121,20,1431,182],"class_list":["post-11856","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-cg","tag-computer-science","tag-fluid-simulation","tag-nvidia","tag-nvidia-geforce-gt-630","tag-opengl"],"views":2554,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/11856","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=11856"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/11856\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=11856"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=11856"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=11856"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}