2 resultados para Software 3D e 2D
em CUNY Academic Works
Resumo:
While the simulation of flood risks originating from the overtopping of river banks is well covered within continuously evaluated programs to improve flood protection measures, flash flooding is not. Flash floods are triggered by short, local thunderstorm cells with high precipitation intensities. Small catchments have short response times and flow paths and convective thunder cells may result in potential flooding of endangered settlements. Assessing local flooding and pathways of flood requires a detailed hydraulic simulation of the surface runoff. Hydrological models usually do not incorporate surface runoff at this detailedness but rather empirical equations are applied for runoff detention. In return 2D hydrodynamic models usually do not allow distributed rainfall as input nor are any types of soil/surface interaction implemented as in hydrological models. Considering several cases of local flash flooding during the last years the issue emerged for practical reasons but as well as research topics to closing the model gap between distributed rainfall and distributed runoff formation. Therefore, a 2D hydrodynamic model, depth-averaged flow equations using the finite volume discretization, was extended to accept direct rainfall enabling to simulate the associated runoff formation. The model itself is used as numerical engine, rainfall is introduced via the modification of waterlevels at fixed time intervals. The paper not only deals with the general application of the software, but intends to test the numerical stability and reliability of simulation results. The performed tests are made using different artificial as well as measured rainfall series as input. Key parameters of the simulation such as losses, roughness or time intervals for water level manipulations are tested regarding their impact on the stability.
Resumo:
Running hydrodynamic models interactively allows both visual exploration and change of model state during simulation. One of the main characteristics of an interactive model is that it should provide immediate feedback to the user, for example respond to changes in model state or view settings. For this reason, such features are usually only available for models with a relatively small number of computational cells, which are used mainly for demonstration and educational purposes. It would be useful if interactive modeling would also work for models typically used in consultancy projects involving large scale simulations. This results in a number of technical challenges related to the combination of the model itself and the visualisation tools (scalability, implementation of an appropriate API for control and access to the internal state). While model parallelisation is increasingly addressed by the environmental modeling community, little effort has been spent on developing a high-performance interactive environment. What can we learn from other high-end visualisation domains such as 3D animation, gaming, virtual globes (Autodesk 3ds Max, Second Life, Google Earth) that also focus on efficient interaction with 3D environments? In these domains high efficiency is usually achieved by the use of computer graphics algorithms such as surface simplification depending on current view, distance to objects, and efficient caching of the aggregated representation of object meshes. We investigate how these algorithms can be re-used in the context of interactive hydrodynamic modeling without significant changes to the model code and allowing model operation on both multi-core CPU personal computers and high-performance computer clusters.