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dc.contributor.advisorÖzgüç, Bülent
dc.contributor.authorBayraktar, Serkan
dc.date.accessioned2016-01-08T18:14:09Z
dc.date.available2016-01-08T18:14:09Z
dc.date.issued2010
dc.identifier.urihttp://hdl.handle.net/11693/15145
dc.descriptionAnkara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.en_US
dc.descriptionThesis (Ph. D.) -- Bilkent University, 2010.en_US
dc.descriptionIncludes bibliographical references leaves 92-108.en_US
dc.description.abstractThis thesis is about modeling and simulation of fluids and cloth-like deformable objects by the physically-based simulation paradigm. Simulated objects are modeled with particles and their interaction with each other and the environment is defined by particle-to-particle forces. We propose several improvements over the existing particle simulation techniques. Neighbor search algorithms are crucial for the performance efficiency and robustness of a particle system. We present a sorting-based neighbor search method which operates on a uniform grid, and can be parallelizable. We improve upon the existing fluid surface generation methods so that our method captures surface details better since we consider the relative position of fluid particles to the fluid surface. We investigate several alternatives of particle interaction schema (i.e. Smoothed Particle Hydrodynamics, the Discrete Element Method, and Lennard-Jones potential) for the purpose of defining fluid-fluid, fluid-cloth, fluid-boundary interaction forces. We also propose a practical way to simulate knitwear and its interaction with fluids. We employ capillary pressure–based forces to simulate the absorption of fluid particles by knitwear. We also propose a method to simulate the flow of miscible fluids. Our particle simulation system is implement to exploit parallel computing capabilities of the commodity computers. Specifically, we implemented the proposed methods on multicore CPUs and programmable graphics boards. The experiments show that our method is computationally efficient and produces realistic results.en_US
dc.description.statementofresponsibilityBayraktar, Serkanen_US
dc.format.extentxv, 108 leaves, illustrationsen_US
dc.language.isoEnglishen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectphysically-based simulationen_US
dc.subjectparticle systemen_US
dc.subjectfluid simulationen_US
dc.subjectneighbor search algorithmsen_US
dc.subjectcloth animationen_US
dc.subjectfree fluid surface renderingen_US
dc.subjectboundary conditionsen_US
dc.subjectmass-spring systemsen_US
dc.subjectshared memory parallel computingen_US
dc.subjectGPUen_US
dc.subjectCUDAen_US
dc.subject.lccT57.62 .B39 2010en_US
dc.subject.lcshSimulation methods.en_US
dc.subject.lcshComputer simulation.en_US
dc.subject.lcshModels and modelmaking.en_US
dc.subject.lcshMathematical modeling.en_US
dc.subject.lcshComputer graphics.en_US
dc.titleParticle based modeling and simulation of natural phenomenaen_US
dc.typeThesisen_US
dc.departmentDepartment of Computer Engineeringen_US
dc.publisherBilkent Universityen_US
dc.description.degreePh.D.en_US


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