Lattice Boltzmann Fluid Simulation via Implicit Particle Interpolation

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Solution Overview

Problem

Existing fluid simulation methods, such as those based on implicit particles like FLIP, face challenges in increasing time efficiency and maintaining volume conservation, leading to lengthy computational times due to iterative numerical calculations and complex algorithms.

Innovation Solution

The proposed lattice Boltzmann fluid animation simulation method employs implicit particle interpolation, controlling each grid to perform collision operations, determining distribution functions, moving fluid interfaces, updating particle velocities and positions, and performing particle resampling to enhance simulation efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If iterative numerical calculation steps and particle operation steps are used in FLIP methods, then fluid simulation can be performed, but computing time increases significantly

Engineering Contradiction:
Improvefluid simulation accuracyVSAvoidcomputing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent divides the fluid simulation domain into a grid system where each grid cell independently performs collision operations and distributes particles. This segmentation allows parallel computation across multiple grid cells, significantly reducing total computing time while maintaining simulation accuracy through the systematic distribution and collection of particles across grid boundaries.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent replaces traditional iterative numerical calculation methods with a particle-based implicit interpolation approach. Instead of solving complex differential equations iteratively, the system uses particle distribution functions and implicit interpolation to compute fluid dynamics, eliminating the need for time-consuming iterative solvers while achieving comparable or superior accuracy.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Reliability

If improved solutions for volume conservation are implemented, then volume conservation is improved, but algorithm complexity increases

Engineering Contradiction:
Improvevolume conservationVSAvoidalgorithm complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent implements volume conservation through the inherent properties of the particle distribution function and grid-based collision operations. Particles naturally conserve volume as they are distributed and collected across grid boundaries according to conservation laws embedded in the collision operator, eliminating the need for separate volume correction steps or complex additional algorithms.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent merges volume conservation with the existing collision and distribution operations. Instead of adding separate volume conservation algorithms, the system integrates volume conservation into the fundamental particle distribution function and collision operations, achieving both fluid dynamics computation and volume conservation through a unified approach.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS20250117548A1Lattice boltzmann fluid animation simulation method based on implicit particle interpolation
Publication Date: 2025.04.10 BEIHANG UNIV
  • US20250117548A1 patent drawing
  • US20250117548A1 patent drawing
  • US20250117548A1 patent drawing

AI summary

Embodiments of the present disclosure provide a lattice Boltzmann fluid animation simulation method based on implicit particle interpolation. One specific implementation of the method includes: controlling each grid in a grid set to perform collision operations, and determining a distribution function after collision; based on the grid information contained in each grid in the grid set, moving an interface corresponding to the grid set; for each grid in the grid set, executing the following processing steps: performing a streaming of the distribution function on the grid to generate a function quantity of streaming, and determining a grid mass quantity of streaming based on the function quantity of streaming; updating the velocity of each particle on the grid; for each particle with updated velocity, updating the position of the particle; performing, based on a target area, a particle resampling process on each grid in the grid set.