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Heavenly Bodies Simulation. By Chris Worman and Andrey Mirtchovski. Why Galaxies?. Interest in scientific computation and simulation Visually appealing results To learn how to model gravity based systems. Galaxy Collision.

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Heavenly Bodies Simulation

By Chris Worman and Andrey Mirtchovski

why galaxies
Why Galaxies?
  • Interest in scientific computation and simulation
  • Visually appealing results
  • To learn how to model gravity based systems
galaxy collision
Galaxy Collision
  • A galaxy is modeled as a grouping of stars around a massive body
  • Only stars with a velocity that is less than the escape velocity will remain in the galaxy:
  • If the velocity of a star is too low then it will be sucked into the center of the galaxy
  • The direction of the velocity should also be tangential to the desired orbit
  • If a body A of mass m is at a distance of r from a body B of mass M then

Where G is the gravitational constant

  • This implies that the acceleration in the i-th component ci is given by
2d results
2D Results
  • Initially the simulation was implemented in two dimensions
  • The following slides depict a collision between two galaxies
  • The galaxy on the top of the screen is the more massive of the two
  • There are 10,000 stars per galaxy
challenges in 3d implementation
Challenges in 3D Implementation
  • Computationally expensive
    • O(n^2) or O(n*log(n)) minimum
    • Scientific simulations run on 256+ processor machines
  • Memory requirements
    • Based on design and number of galaxies memory requirements can grow up to gigabytes
  • Visualization – creating a visually appealing galaxy
galaxy collision realism
Galaxy Collision Realism
  • Very close to real-life galaxy collisions
  • Compare a two-galaxy collision with images taken from Hubble Space Telescope
3d results
3D Results
  • Due to the extreme computation requirements for the 3D version, real-time galaxy collision is limited to about 500 stars per galaxy
  • The following slides depict a 3D galaxy collision with 1000 stars per galaxy
  • Both 2D and 3D models could be extended to more than 2 galaxies.
  • Number of stars per galaxy can vary
  • Galaxy masses vary
  • Simulation of different celestial objects (quasars, black holes, etc)
  • Java3D is a viable tool for creating scientific simulations and visualizations
  • Performance losses from using Java3D are relatively big compared with pure OpenGL
  • Development time is significantly less, due to higher level abstraction of Java3D’s API
  • NASA officials have already contacted us… (which leads us to ‘Future Plans’)
future plans
Future Plans
  • Over the next 5 years we plan to run a 3D simulation of 2 galaxies with 100 000 stars each. We plan to complete a 500-frame movie by the end of the run.
  • Simulate evolution of stars, galaxies and solar systems