Amorphous Phenomena Visualization

Physically Accurate Simulation of Amorphous Systems Dynamics

 

 

Research Groups

    Stony Brook Computer Science:

        Arie E. Kaufman, Distinguished Professor and Chairman

        Klaus Mueller, Assistant Professor

 

Papers

Simulating Fire with Texture Splats, Xiaoming Wei, Wei Li, Klaus Mueller, and Arie Kaufman, IEEE Visualization 2002, pp. 227-237, Boston, MA. Full Paper (PDF).

Melting and Flowing of Viscous Volumes, Xiaoming Wei, Wei Li, and Arie Kaufman,  Computer Animation and Social Agents 2003, pp. 54-59, Full Paper (PDF).

Interactive Flowing of Highly Viscous Volumes in Virtual Environments, Xiaoming Wei, Wei Li, and Arie Kaufman,  IEEE Virtual Reality 2003, pp. 281-282, Poster Paper.

The Lattice-Boltzmann Method for Gaseous Phenomena, Xiaoming Wei, Wei Li, Klaus Mueller, and Arie Kaufman, IEEE Transactions on Visualization and Computer Graphics, vol. 10, no. 2, March/April 2004, pp. 164-176, Full Paper (PDF).

Implementing Lattice Boltzmann Computation on Graphics Hardware, Wei Li, Xiaoming Wei, and Arie Kaufman, The Visual Computer, vol. 19, no. 7-8, December 2003, pp. 444-456, Full Paper (PDF).

Blowing in the Wind, Xiaoming Wei, Ye Zhao, Zhe Fan, Wei Li, Suzanne Yoakum-Stover and Arie Kaufman,  ACM SIGGRAPH / EUROGRAPHICS Symposium on Computer Animation 2003, pp. 75-85, Full Paper (PDF).

Voxels On Fire, Ye Zhao, Xiaoming Wei, Zhe Fan, Arie Kaufman and Hong Qin, IEEE Visualization 2003, pp. 271-279, Full Paper (PDF).

Lattice-based Flow Field Modeling, Xiaoming Wei, Ye Zhao, Zhe Fan, Wei Li, Feng Qiu, Suzanne Yoakum-Stover  and Arie Kaufman, IEEE Transactions on Visualization and Computer Graphics, Vol. 10, No. 6, pp. 719–729, 2004, Full Paper (PDF).

Dispersion Simulation and Visualization for Urban Security, Feng Qiu, Ye Zhao, Zhe Fan, XiaominWei, Haik Lorenz, Jianning Wang, Suzanne Yoakum-Stover, Arie Kaufman and Klaus Mueller, IEEE Visualization, 2004, Full Paper.

GPU Cluster for High Performance Computing, Zhe Fan, Feng Qiu, Arie Kaufman, Suzanne Yoakum-Stover,  ACM / IEEE Supercomputing Conference, 2004, Full Paper (PDF).

Flow Simulation with Complex Boundaries, Wei Li, Zhe Fan, Xizoming Wei, and A. Kaufman,  GPU Gems II: Programming Techniques for High-Performance Graphics and General-Purpose Computation, Matt Pharr (ed.), Addison-Wesley, Chapter 47, pp. 747-764, 2005.

Adapted Unstructured LBM for Flow Simulation on Curved Surfaces,  Zhe Fan, Ye Zhao, Arie Kaufman, Ying He,  ACM SIGGRAPH / EUROGRAPHICS Symposium on Computer Animation, pp. 245-254, 2005, Full Paper (PDF).

Melting and Flowing in Multiphase Environment,  Ye Zhao, Lujing Wang, Feng Qiu, Arie Kaufman and Klaus Mueller,  Computers & Graphics, Vol 30, No 4, pages 519-528, 2006, Full Paper (PDF).

Visual Simulation of Heat Shimmering and Mirage,  Ye Zhao, Yiping Han, Zhe Fan, Feng Qiu, Yu-chuan Kuo, Arie Kaufman, Klaus Mueller,  IEEE Transactions on Visualization and Computer Graphics, Vol 13, No 1, pp. 179-189, 2007, Full Paper (PDF).

Flow Simulation with Locally-Refined LBM,  Ye Zhao, Feng Qiu, Zhe Fan, Arie Kaufman,  Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 181-188, 2007, Full Paper (PDF).

Visual Simulation of Thermal Fluid Dynamics in a Pressurized Water Reactor,  Zhe Fan, Yu-Chuan Kuo, Ye Zhao, Feng Qiu, Arie Kaufman, and William Arcieri,  Submitted.

  

Overview

Our goal is to produce physically accurate simulations of complex amorphous phenomena at real time frame rates using standard PCs and graphics hardware.  The phenomena we study span a very broad range from gas and fluid flow to melting and cracking and beyond.  We model these phenomena using  the Lattice Boltzmann Method (LBM) and other Cellular Automata (CA) based methods.  Borrowed from computational fluid dynamics and applied mathematics, these methods have a solid physical foundation and therefore produce quantifiably accurate results.  Moreover, they are parallelizable and hence amenable to hardware acceleration.  In addition to computational techniques that are fast, achieving real time frame rates requires rendering techniques that are also fast.  For this reason we use splatting.  More information about all our rendering and modeling techniques can be found under the topics presented in the following Projects section.

Projects

Smoke  

 

Fire

 

 

Melting

 

Acceleration on GPUs / GPU Cluster

 

 

Blowing

 

Fire Front Propagation

 

Flows on Curved Surfaces

Multi-resolution Simulation

Heat Shimmering and Mirage

Thermal Fluid Dynamics in Reactor Vessel

                    

Related Projects

Urban Security Project

Stony Brook Visual Computing Cluster

General Purpose Computation using GPUs

 

Last Updated June, 2005