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Animating Suspended Particle Explosions

This research presented at SIGGRAPH 2003 explores the animation of suspended particle explosions, also known as dust explosions, for movies and video games. The goal is to create impressive and realistic fireballs without the cost and danger of real pyrotechnics. The study focuses on the properties of dust explosions, simulation methods for overpressure damage, particle modeling, detonation and ignition, fluid/particle interaction, combustion, and rendering techniques.

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Animating Suspended Particle Explosions

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  1. Animating SuspendedParticle Explosions Presented at SIGGRAPH 2003 by Bryan E. Feldman James F. O’Brien Okan Arikan University of California, Berkeley Reviewed for CS 527 by John T. Bell

  2. Motivation and Background • Movies & video games incorporate explosions • Real pyrotechnics are expensive & dangerous • Goal is an impressive ( realistic ) fireball • ( Accurate ) damage effects are of little or no consequence • This work is based upon suspended particle explosions, a.k.a. dust explosions

  3. Explosion Types • Mechanical - Rupture of a high pressure tank • Dust Explosions - Typically grain or coal • Vapor Cloud Explosions - E.g. Flixborough England, where 30 tons of cyclohexane leveled the plant and killed 28 people. • BLEVE - Boiling Liquid Expanding Vapor Explosion

  4. Properties of Dust Explosions • Dust particles must be below a certain size. • Particle loading in air must be within certain limits, and relatively uniform. • ( Unentrained dust is typically non flammable. ) • Primary explosions often stir up additional dust, leading to (more powerful) secondary explosions. • A series of grain silo explosions killed 35 people in Westsego near New Orleans in 1977.

  5. Damage Produced by Overpressure

  6. Simulation Method • Based on Physics, Thermodynamics, etc. • Four major components: 1. Gas Model - Air and Combustion Products 2. Particulate Model - Heat & Mass Transfer 3. Detonation, Dispersal, and Ignition 4. Interaction and Combustion

  7. Gas Model • Modeled as an incompressible inviscid fluid, in a rectangular 3D grid. • Euler Equation ( Navier Stokes w/o viscosity): • Modified Poisson’s Equation: • Temperature: (1) (3) (4)

  8. Particulate Model • Particles include solid particulate fuel & soot • Properties include position, mass, velocity, temperature, thermal mass, volume, & type. • Governing equations: • a.k.a. : (5)

  9. Detonation, Dispersal, Ignition • Pressure front from a detonation is imposed by a divergence function radiating from a point:

  10. Fluid / Particulate Interaction • Momentum transfer ( drag on particles ): • Heat transfer to particle from fluid: • When a particle’s temperature rises above its ignition point, it commences combustion . . . (6) (7)

  11. Combustion • Particle  Heat + Gas + Soot • Heat: • Gas: • Soot: (8) (9) (10)

  12. Rendering • Fuel and soot particles are rendered directly. • Lighting comes from the environment, and • Particles glow if sufficiently hot. • Light emission is based on black body radiation. • Deep shadows ( Lukovic & Veach 2000 ) used. • Light scattering by particles also employed.

  13. Single Unconfined Explosion

  14. Single Explosion at a Wall

  15. Single Confined Explosions

  16. Comparison With Experiment

  17. Multiple Detonations

  18. Flame Throwers

  19. References • Feldman, Bryan E., James F. O’Brien, and Okan Arikan, “Animating Suspended Particle Explosions”, SIGGRAPH 2003, pp. 708-715. • Crowl, Daniel A. and Joseph F. Louvar, “Chemical Process Safety: Fundamentals with Applications”, Prentice Hall, 1990, ISBN 0-13-129701-5.

  20. Animating SuspendedParticle Explosions Presented at SIGGRAPH 2003 by Bryan E. Feldman James F. O’Brien Okan Arikan University of California, Berkeley Reviewed for CS 527 by John T. Bell

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