Abstract: A method for constructing a data structure of a proximate particle search is executed by a GPU, and computes a simulation of a physical object by converting three-dimensional digital image data to two-dimensional digital image data. The memory for a bucket is composed of buckets for dividing a memory space that is created in accordance with a space in which the physical object occurs. A writing step is provided in which a scattering function (GPU: vertex shader) is used by the GPU to read a particle coordinate and the particle number of a particle stored in the bucket and write the particle coordinate and the particle number to a two-dimensional image space.
Abstract: Thin films or sharp edges in a fluid body are expressed in the display of a particle-based fluid-body simulation. The surface construction method is a method applied to a method for rendering calculation results on the screen of a display device using data that are obtained by calculation of a fluid-body simulation based on a particle method executed by a CPU or the like. The method has a first stage of allocating a concentration sphere to a particle that is a calculation object and computing an implicit function curved surface, and computing a plurality of base vertices (V0) for creating a fluid-body surface by the implicit function curved surface; and a second stage that is executed at least one time for adjusting a surface sharpness for each of the plurality of base vertices (V0) for creating the fluid-body surface that is computed in the first stage.
Abstract: The sliced data structure used for a particle-based simulation using a CPU or GPU is a data structure for a calculation space. The space is a three-dimensional calculation space constructed from numerous voxels; a plurality of slices perpendicular to the Y axis is formed; numerous voxels are divided by a plurality of two-dimensional slices; the respective starting coordinates of the maximum and minimum voxels are calculated for a range of voxels in which particles are present in each of a plurality of two-dimensional slices; the voxel range is determined as a bounding box surrounded by a rectangular shape; and memory is provided for the voxels contained in the bounding boxes of each of the plurality of two-dimensional slices.
Abstract: Thin films or sharp edges in a fluid body are expressed in the display of a particle-based fluid-body simulation. The surface construction method is a method applied to a method for rendering calculation results on the screen of a display device using data that are obtained by calculation of a fluid-body simulation based on a particle method executed by a CPU or the like. The method has a first stage of allocating a concentration sphere to a particle that is a calculation object and computing an implicit function curved surface, and computing a plurality of base vertices (V0) for creating a fluid-body surface by the implicit function curved surface; and a second stage that is executed at least one time for adjusting a surface sharpness for each of the plurality of base vertices (V0) for creating the fluid-body surface that is computed in the first stage.
Abstract: The sliced data structure used for a particle-based simulation using a CPU or GPU is a data structure for a calculation space. The space is a three-dimensional calculation space constructed from numerous voxels; a plurality of slices perpendicular to the Y axis is formed; numerous voxels are divided by a plurality of two-dimensional slices; the respective starting coordinates of the maximum and minimum voxels are calculated for a range of voxels in which particles are present in each of a plurality of two-dimensional slices; the voxel range is determined as a bounding box surrounded by a rectangular shape; and memory is provided for the voxels contained in the bounding boxes of each of the plurality of two-dimensional slices.
Abstract: A method for constructing a data structure of a proximate particle search is executed by a GPU, and computes a simulation of a physical object by converting three-dimensional digital image data to two-dimensional digital image data. The memory for a bucket is composed of buckets for dividing a memory space that is created in accordance with a space in which the physical object occurs. A writing step is provided in which a scattering function (GPU: vertex shader) is used by the GPU to read a particle coordinate and the particle number of a particle stored in the bucket and write the particle coordinate and the particle number to a two-dimensional image space.