Controlling the Shape and Motion of Plumes in Explosion Simulations

plumes700

We propose a fluid simulation method with controlling the shape and motion of rising fire and smoke, called plumes, in the incompressible phase of explosion phenomenon. With our method, plumes are generated based on physical phenomenon called entrainment, which strongly characterizes plume behaviors such as rise and circulation. We consider to newly utilize properties characterizing these behavior (physical property). Then, control elements of plume such as rising velocity, size, and the magnitude and position of swirling motions are individually adjusted using these physical properties. With this method, each control element is adjusted by the velocity field which represents the corresponding behavior. By combining all velocity fields and applying those fields to grid-based simulation, plumes can be generated. Our method is unique in that it can both generate and control plumes based on one unified physical model, and this type of model is firstly proposed here. Consequently, our method realizes plumes in the incompressible phase which maintain their physical characteristics as much as possible while being controlled by the user.

Video

Paper

  • Genichi Kawada, Takashi Kanai: “Controlling the Shape and Motion of Plumes in Explosion Simulations”, Proc. 11th Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS 2014) (Bremen, Germany, 24-25 September), pp.69-78, 2014. [Paper (PDF 4.0MB)][Video (MP4 27.7MB)]