Celeris Base: An interactive and immersive Boussinesq-type nearshore wave simulation software

Celeris Base: An interactive and immersive Boussinesq-type nearshore wave simulation software
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DOI:
10.1016/j.cpc.2019.106966
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发表时间:
2020-03-01
影响因子:
6.3
通讯作者:
Lynett, Patrick
Lynett, Patrick
中科院分区:
物理与天体物理2区
文献类型:
--
作者:
Tavakkol, Sasan;Lynett, Patrick

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我们推出了我们的交互式和沉浸式海岸波浪模拟软件,Celeris Base,这是Celeris Advent的继承者。Celeris Base是一款基于Unity3D游戏引擎和c#语言开发的开源软件。它支持交互式环境,并允许用户在虚拟现实耳机中查看模拟。Celeris Base使用我们的有限体积-有限差分混合方法求解与Celeris Advent相同的方程,即扩展的Boussinesq方程。这些方程在GPU上使用hsl编写的计算着色器求解。Celeris Base有几个新功能,如360度视频捕捉、地理地图覆盖、内置实时测量绘图仪等。通过引入新的阻尼方程,改进了海绵层边界条件的实现。Celeris Base是使用最佳软件工程实践设计和实现的,希望它将成为全球研究人员进一步开发Celeris软件系列的基础。本文用实验结果对Celeris Base进行了验证。程序摘要程序标题:Celeris BaseProgram Files doi: http://dx.doi.org/10.17632/jdx7tddcxz.1Licensing条款:MIT许可证编程语言:c#, hlsl问题的性质:Celeris Advent使研究人员和工程师第一次能够用boussinesq型模型模拟近岸波,比实时更快,并且在交互式环境中。然而,它的开发平台和实现的复杂性阻碍了研究人员进一步开发它,并使向软件添加新功能成为一项艰巨的任务。该软件使用图形着色器来解决可能让许多人感到困惑的科学方程。可视化环境是从头开始连接的,这使得添加虚拟现实等功能变得非常困难。解决方法:在Celeris问世之后,完全从零开始开发一个新的软件,称为Celeris Base。该软件使用相同的混合有限体积-有限差分方案来解决扩展的Boussinesq方程,但使用一种称为计算着色器的着色器变体,为其他研究人员理解代码并进一步开发它消除了可能的障碍。该软件是在Unity3D中开发的,Unity3D是一种流行的游戏引擎,拥有庞大而有益的社区以及数千个随时可用的插件。Celeris Base配备了虚拟现实,是第一个提供此功能的近岸仿真软件。(C) 2019 Elsevier B.V.版权所有
We introduce our interactive and immersive coastal wave simulation software, Celeris Base, which is the successor to Celeris Advent. Celeris Base is an open source software developed in the Unity3D game engine and in C# language. It supports an interactive environment and allows users to view the simulations in a virtual reality headset. Celeris Base solves the same equations as Celeris Advent, the extended Boussinesq equations, using our hybrid finite volume-finite difference method. These equations are solved on the GPU using compute shaders, written in HLSL. Celeris Base has several new features such as 360 degrees video capturing, geographic map overlays, built-in real-time gauge plotters, etc. It also improves the implementation of the sponge layer boundary condition by introducing new damping equations. Celeris Base is designed and implemented using the best software engineering practices in the hope that it will be a base for further developments of the Celeris software series by researchers around the globe. We validate Celeris Base against experimental results in this paper.Program summaryProgram Title: Celeris BaseProgram Files doi: http://dx.doi.org/10.17632/jdx7tddcxz.1Licensing provisions: MIT LicenseProgramming language: C#, HLSLNature of problem: Celeris Advent enabled researchers and engineers for the first time to simulate nearshore waves with a Boussinesq-type model, faster than real-time and in an interactive environment. However, its development platform and implementation complexity hindered researchers from developing it further and made adding new features to the software a daunting task. The software used graphics shaders to solve scientific equations which could be confusing for many. The visualization environment was wired from scratch which made it very difficult to add features such as virtual reality.Solution method: A new software is developed completely from scratch following Celeris Advent, called Celeris Base. This software uses the same hybrid finite volume-finite difference scheme to solve the extended Boussinesq equations, but using a variant of shaders called compute shaders, removing possible barriers for other researchers to understand the code and develop it further. The software is developed in Unity3D, a popular game engine with a large and helpful community as well as thousands of ready to use plugins. Celeris Base is equipped with virtual reality and is the first nearshore simulation software to provide this feature. (C) 2019 Elsevier B.V. All rights reserved.