iccsa-20-waves

git clone https://git.igankevich.com/iccsa-20-waves.git
Log | Files | Refs

commit 7329263a308252e474feba4b90e849768bfa89dd
parent b477807a014b102498ad39a76f00d569b6f270e0
Author: Ivan Gankevich <i.gankevich@spbu.ru>
Date:   Tue, 30 Jun 2020 13:37:51 +0300

Talk.

Diffstat:
Makefile | 47++++++++++++++++++++++-------------------------
talk.org | 115+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2 files changed, 137 insertions(+), 25 deletions(-)

diff --git a/Makefile b/Makefile @@ -8,36 +8,33 @@ FLAGS = \ -bibtex \ -shell-escape -NAME = iccsa-20-waves -SLIDES = slides - -all: build/$(NAME).pdf -all: build/$(SLIDES).pdf +all: build/main.pdf +all: build/slides.pdf all: build/287-Gankevich-Ocean-wave-reflection.pdf -build/$(NAME).pdf: build/gnuplot/openmp.svg -build/$(NAME).pdf: build/gnuplot/surface.eps -build/$(NAME).pdf: build/gnuplot/surface.svg -build/$(NAME).pdf: build/ships/aurora.eps -build/$(NAME).pdf: build/ships/diogen.eps -build/$(NAME).pdf: build/ships/micw.eps -build/$(NAME).pdf: main.tex -build/$(NAME).pdf: +build/main.pdf: build/gnuplot/openmp.svg +build/main.pdf: build/gnuplot/surface.eps +build/main.pdf: build/gnuplot/surface.svg +build/main.pdf: build/ships/aurora.eps +build/main.pdf: build/ships/diogen.eps +build/main.pdf: build/ships/micw.eps +build/main.pdf: main.tex +build/main.pdf: @echo " LATEX $<" @-$(LATEXMK) $(FLAGS) -f main.tex -build/$(SLIDES).pdf: build/gnuplot/openmp.svg -build/$(SLIDES).pdf: build/gnuplot/aurora.eps -build/$(SLIDES).pdf: build/gnuplot/aurora-non-bare.eps -build/$(SLIDES).pdf: build/gnuplot/diogen.eps -build/$(SLIDES).pdf: build/gnuplot/micw.eps -build/$(SLIDES).pdf: build/gnuplot/surface-with-ship.eps -build/$(SLIDES).pdf: build/gnuplot/surface-with-ship-3d.eps -build/$(SLIDES).pdf: build/ships/aurora.eps -build/$(SLIDES).pdf: build/ships/diogen.eps -build/$(SLIDES).pdf: build/ships/micw.eps -build/$(SLIDES).pdf: build/inkscape/diffraction.eps -build/$(SLIDES).pdf: slides.tex +build/slides.pdf: build/gnuplot/openmp.svg +build/slides.pdf: build/gnuplot/aurora.eps +build/slides.pdf: build/gnuplot/aurora-non-bare.eps +build/slides.pdf: build/gnuplot/diogen.eps +build/slides.pdf: build/gnuplot/micw.eps +build/slides.pdf: build/gnuplot/surface-with-ship.eps +build/slides.pdf: build/gnuplot/surface-with-ship-3d.eps +build/slides.pdf: build/ships/aurora.eps +build/slides.pdf: build/ships/diogen.eps +build/slides.pdf: build/ships/micw.eps +build/slides.pdf: build/inkscape/diffraction.eps +build/slides.pdf: slides.tex @echo " LATEX $<" @-$(LATEXMK) $(FLAGS) -xelatex -f $< diff --git a/talk.org b/talk.org @@ -0,0 +1,115 @@ +* Slide 1 + +My next talk is about ocean wave reflection from the ship hull. In this talk we +again apply the law of reflection to simulate diffraction of the waves near the +ship hull. + +* Slide 2 + +The initial goal of this work was to replace empirical methods (namely, the +method of added masses) currently used in ship motions simulators to model ship +resistance to flow with diffraction and radiation. But in the course of the +experiments we changed the goal to just simulation of diffraction: it is too +early to talk about replacement of the method of added masses. We need more time +to understand and simulate every physical phenomena that contributes to ship +resistance to flow. In this talk I will present only wave /diffraction/ + +* Slide 3 + +Wave diffraction is the change of wave direction due to obstacles: when a wave +meets obstacle (like an island or a ship) it slowly changes its direction to be +tangent to the boundary of the obstacle. There are three regions associated with +the diffraction: +- in the first region the wave slows down before approaching the + obstacle, +- in the second region the wave goes around the obstacle and its direction becomes + tangent to the boundary, and +- in the third region waves that went around different sides of the obstacle interfere + with each other. +The solution used in this work simulates only the first and the second region. +The third region is simulated the same way as the first one, but the wave +increases its speed instead of slowing down. + +To simulate the change of wave direction due to diffraction we use the law of reflection. +Informally, the law of reflection states that +- the incident ray, the reflected ray and the surface normal lie in the same plane and +- the angle of incidence equals the angle of reflection. +We use it for ocean waves instead of light rays. This approach can also be found in the +literature. + +We describe incident wave direction as the vector of wave numbers third +component of which is nought (because we consider surface waves, not spherical +ones). Reflected wave direction vector is derived using basic geometric +principles (you can see the formula on the slide). On order to write potentials +using vector notation we introduce pseudo-vector \(\vec{d}_k\) that contains +decay coefficient. The potential has the usual form of complex exponent, in +order to get the real potential we need to take double real part of the +exponent. Then the total potential is written as weighted sum of the potentials +for incident and reflected wave and it is the form of the solution that we seek +in this problem. + +* Slide 4 + +The governing system of equations for potential flow includes +- equation of continuity (that describes conservation of mass), +- equation of motion (that describes conservation of momentum) and +- boundary condition on the ship hull (that nullifies water velocity on the + boundary). +The ship hull is defined by the collection of triangular panels each of which +has the normal \(\vec{n}\) and the point \(\vec\zeta_0\) that lies in the plane +of the panel. + +The solution /on/ the boundary, where neighbouring panels do not affect each +other, has simple form with \(C_1=1\) and \(C_2\) being equal to some exponent. +The solution /near/ the boundary, where all panels contribute to the velocity +potential is constructed using smoothing kernel (similar to air flow from the +previous talk). We compute weighted sum of reflected wave potentials for all +panels, the potential decays quadratically with the distance to the panel. So, +the solution on the boundary is precise, and the solution near the boundary is +just a weighted sum that happens to satisfy all equations in the system. For +the purpose of simulating ship motions we need only the solution on the +boundary. + +* Slide 5 + +We simulated diffraction around Aurora's ship hull. In the picture we can see +that waves near the hull have more pronounced crests and troughs (i.e. slightly +larger amplitude). We can clearly see the first region where the wave slows +down, and the second region where the wave direction follows ship waterline (it +is more visible with huge cylinder: the ship is too small compared to the island +to substantially change the direction of the wave). So, our solution correctly +simulates wave diffraction. + +* Slide 6 + +Here is the same picture in three dimensions and without the ship. In greyscale +the change in amplitude is more visible. + +* Slide 7 + +Finally, we benchmarked our solution on CPU and GPU using three ships with +different number of panels and three computers with different performance +characteristics. In this work we used local memory to optimised handling of +large number of panels in GPU kernel. As you can see from the table, this +optimisation allowed us to get much larger speedups than in air flow simulation. +In the best case GPU performance is three orders of magnitude higher than CPU +performance. + +* Slide 8 + +Although, our solution for wave diffraction near ship hull works, it can not +replace the method of added masses. We can not use it compute ship resistance to +flow. The future work is to simulate wave radiation and check if it can be used +to compute ship resistance to flow. And if it is not we have to resort to +viscous flows near the ship hull, which is a different and much more difficult +problem compared to diffraction and radiation. + +To summarise the two talks, the law of reflection can be successfully applied +not only to light ray reflection but also for ocean wave reflection and air +particle reflection from the boundary. In case of air flow the solution you +obtain using law of reflection is equivalent to the known solution for potential +flow around a cylinder, in case of ocean waves it is not equivalent but close to +the solution from linear wave theory (I did not show this in the paper). The +advantage of the law of reflection-based solutions is that they can be easily +generalised to the object of any form using smoothing kernel with quadratic +decay.