• 地球信息科学理论与方法 •

### 基于光滑粒子流体动力学算法的海浪建模仿真研究

1. 1. 山东科技大学测绘科学与工程学院,青岛 266590
2. 山东建筑大学,济南 250101
• 收稿日期:2016-02-18 修回日期:2016-08-09 出版日期:2017-02-28 发布日期:2017-02-17
• 通讯作者: 季民 E-mail:liting_sdust@126.com;jamesjimin@126.com
• 作者简介:

作者简介：李婷（1982-）,女,山东聊城人,博士生,主要从事海洋时空数据建模及可视化研究。E-mail: liting_sdust@126.com

• 基金资助:
国家自然科学基金项目（41471330）;国家自然科学基金青年科学基金项目（41401439）;高等学校博士学科点专项科研基金项目（20113718110001）

### Research on Ocean Wave Simulation Based on the Method of Combining Smoothed Particle Hydrodynamics with Marching Cubes Algorithm

LI Ting1(), JI Min1,*(), JIN Fengxiang2, ZHANG Jing1, SUN Yong1

1. 1. Geomatics College, Shandong University of Science and Technology, Qingdao 266590, China
2. Shandong Jianzhu University, Jinan 250101, China
• Received:2016-02-18 Revised:2016-08-09 Online:2017-02-28 Published:2017-02-17
• Contact: JI Min E-mail:liting_sdust@126.com;jamesjimin@126.com

Abstract:

Traditional algorithms for modeling sea waves have some problems such as poor ocean surface realistic simulation and complicated calculation procedures. In order to solve these problems, this study presented a new sea wave simulation method which combines the Smoothed Particle Hydrodynamics (SPH) algorithm with the Marching Cubes (MC) algorithm. Based on space lattices, particles were allotted into different cubes and we established one way list structure for particle swarms storing and realized fast searching for particles within the smooth core radius in the calculation procedures of wave particle physics such as velocity, accelerator, position and so on. The force of the wave particle is generally composed of three parts: gravity, pressure gradient force and viscous force. Pressure gradient force is generated by the pressure difference between the fluid. Viscous force is caused by the velocity difference between the particles. According to this analysis of particle force, this study gave the Lagrange fluid control equation used for the accelerator calculation of ocean particles. In order to simulate the collision between particles and coastal barriers, we modeled the barrier surface as TIN (Triangular Irregular Network) and simplified the collision detection as whether the particle path passed through the triangle interface within a certain time. Assuming the particle as ideal rigid body, this study introduced an acceleration variation coefficient to calculate the particle's velocity after bouncing and improved the Euler equation by using the average velocity to calculate the particle's new position. In order to enhance the realistic simulation of the ocean wave fluid at the particle allotting time in the machine cube, this study calculated the density for each cube node dynamically. Through setting the threshold of sea surface density, we also extracted the wave surface dynamically by using linear interpolation method to generate triangular irregular network and realized the ocean waves 3D surface modeling and dynamic simulation. Through simulating, it verified the effectiveness and feasibility of this algorithm and could provide certain reference for ocean environmental modeling and virtual visualization.