A Ship Firefighting Training Simulator with Physics-Based Smoke
Abstract
:1. Introduction
- (1)
- A ship firefighting training simulator with a multi-sensory human–computer interaction function. The simulator includes high-fidelity 3D models and several standard ship firefighting equipment that can realize full-process operation simulation. We design a variety of interaction modes and provide some external interactive devices for users.
- (2)
- A novel physics-based real-time smoke and fire simulation framework. In the framework, we design a novel weighted stretching approach to capture the fluid details with long-time stability. The fluid simulation based on the vortex segment can achieve real-time through parallel computation.
2. System Design
2.1. System Structure
2.2. Firefighting Equipment Training
2.3. Smoke Scenes Simulation
3. Smoke Simulation
3.1. Physical Model
3.2. Lagrangian Vortex Dynamics Framework
4. System Implementation
4.1. Scene Module
4.1.1. 3D Whole Ship Submodule
4.1.2. Smoke Simulation Submodule
- (1)
- Generate the vortex segments and tracer particles. On the CPU, emit a vortex ring consisting of 10 vortex segments every ten steps, with normal faces up. We set a certain lifetime for vortex elements and tracer particles. Elements with a negative lifetime are dynamically deleted. In addition, 200 tracer particles are generated near the vortex ring at each time step. Then, the data of the vortex segments and tracer particles on the CPU are transferred to the GPU for subsequent calculations.
- (2)
- Advect tracer particles. Based on the current velocity field, advect tracer particles.
- (3)
- Advect and stretch the vortex segments. Based on the current velocity field, advect vortex segments to obtain and . Then, weight the ends of segments according to Equation (7) to complete the advection and stretching.
- (4)
- Diffusion. Use the PSE method to solve the diffusion term as follows:
- (5)
- Velocity computation. Because the time complexity of calculating the vortex segments’ velocity is , we use the forward Euler scheme to calculate the velocity of the vortex segment. The velocity of tracer particles is calculated by the third-order Runge–Kutta scheme as follows:
- (6)
- Lifetime detection. Reduce the lifetime of tracer particles and vortex segments linearly, and delete those tracer particles and vortex segments whose lifetime is less than 0.
4.2. Function Module
4.2.1. Scene Roaming Submodule
- (1)
- Walking mode: The walking mode is similar to how the characters move in the game. Students can use the external device to move at a fixed distance. The external device includes the mouse, keyboard, touch screen, and VR device. Table 2 shows the compatibility of roaming mode with external devices.
- (2)
- Flying mode: The difference between flying and walking modes is that students can roam in the sky. The implementation of the walking and flying modes is simple and is not described here.
- (3)
- Automatic navigation: In automatic navigation mode, we use the A* algorithm [42] to calculate the shortest path according to the distribution of stairs and obstacles.
- (4)
- Fast teleportation: This mode is used only for the VR device. When interacting with the VR device, the walking mode makes users feel a certain degree of vertigo. This is why most VR applications use fast teleportation as the main roaming mode. The basic idea of fast teleportation is to emit a Bezier curve from the handle, and the intersection between the ray and the deck or stairs is the teleportation position.
- (5)
- Fast navigation: Students can move directly to the target position by selecting a specific ship equipment or location by UI.
4.2.2. Equipment Interaction Submodule
4.2.3. Multi-Person Collaboration Submodule
5. Results and Discussion
5.1. Validations
5.2. Engine Room Fire
5.3. Container Fire
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Scene | (ms) | (ms) | |||
---|---|---|---|---|---|
Jet, Figure 5 | 150 | - | 60 k | 2.5 | 0.5 |
Engine fire, Figure 10 | 200 | 10 k | 50 k | 2.8 | 0.6 |
Engine fire, Figure 12 | 500 | 20 k | 120 k | 6.2 | 1.6 |
Container fire, Figure 13d | 1200 | 60 k | 180 k | 8.5 | 3.3 |
Container fire, Figure 14 | 3000 | 80 k | 200 k | 17.1 | 8.2 |
External Device | Walking Mode | Flying Mode | Automatic Navigation | Fast Teleportation | Fast Navigation |
---|---|---|---|---|---|
Mouse and keyboard | 🗸 | 🗸 | 🗸 | 🗸 | |
Touch screen | 🗸 | 🗸 | 🗸 | 🗸 | |
VR device | 🗸 | 🗸 |
External Device | Interaction Pattern |
---|---|
Mouse | Left single click; left double click; right single click |
Touch screen | Single click; double click; long press |
VR handle | Trigger; touchPad; grip |
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Tao, R.; Ren, H.; Zhou, Y. A Ship Firefighting Training Simulator with Physics-Based Smoke. J. Mar. Sci. Eng. 2022, 10, 1140. https://doi.org/10.3390/jmse10081140
Tao R, Ren H, Zhou Y. A Ship Firefighting Training Simulator with Physics-Based Smoke. Journal of Marine Science and Engineering. 2022; 10(8):1140. https://doi.org/10.3390/jmse10081140
Chicago/Turabian StyleTao, Rui, Hongxiang Ren, and Yi Zhou. 2022. "A Ship Firefighting Training Simulator with Physics-Based Smoke" Journal of Marine Science and Engineering 10, no. 8: 1140. https://doi.org/10.3390/jmse10081140
APA StyleTao, R., Ren, H., & Zhou, Y. (2022). A Ship Firefighting Training Simulator with Physics-Based Smoke. Journal of Marine Science and Engineering, 10(8), 1140. https://doi.org/10.3390/jmse10081140