The release of STAR-CCM+ v6.04 includes many new features across the simulation workflow with a focus on multiphase modeling. Key additions include enhancements to Eulerian and Lagrangian multiphase simulations, new fluid film modeling, discrete element method particle bonding, and improved vortex core detection. The release also expands application areas through new combustion and RELAP5-3D coupling models.
In this whitepaper, you will learn how to mix conventional 3D rendering with GPU-accelerated path rendering within your OpenGL program using the NV_path_rendering extension.
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondMark Kilgard
Location: Conference Hall K, Singapore EXPO
Date: Thursday, November 29, 2012
Time: 11:00 AM - 11:50 PM
Presenter: Mark Kilgard (Principal Software Engineer, NVIDIA, Austin, Texas)
Abstract: Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Topic Areas: Computer Graphics; Development Tools & Libraries; Visualization; Image and Video Processing
Level: Intermediate
Presented at the GPU Technology Conference 2012 in San Jose, California.
Tuesday, May 15, 2012.
Standards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates.
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingMark Kilgard
Presented at SIGGRAPH Asia 2012 in Singapore on Friday, 30 November 14:15 - 16:00 during the "Points and Vectors" session.
Find the paper at http://developer.nvidia.com/game/gpu-accelerated-path-rendering or on Slideshare.
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have relied largely on CPU-based algorithms for the filling and stroking of paths. Learn about our approach to accelerate path rendering with our GPU-based "Stencil, then Cover" programming interface. We've built and productized our OpenGL-based system.
In this whitepaper, you will learn how to mix conventional 3D rendering with GPU-accelerated path rendering within your OpenGL program using the NV_path_rendering extension.
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondMark Kilgard
Location: Conference Hall K, Singapore EXPO
Date: Thursday, November 29, 2012
Time: 11:00 AM - 11:50 PM
Presenter: Mark Kilgard (Principal Software Engineer, NVIDIA, Austin, Texas)
Abstract: Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Topic Areas: Computer Graphics; Development Tools & Libraries; Visualization; Image and Video Processing
Level: Intermediate
Presented at the GPU Technology Conference 2012 in San Jose, California.
Tuesday, May 15, 2012.
Standards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates.
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingMark Kilgard
Presented at SIGGRAPH Asia 2012 in Singapore on Friday, 30 November 14:15 - 16:00 during the "Points and Vectors" session.
Find the paper at http://developer.nvidia.com/game/gpu-accelerated-path-rendering or on Slideshare.
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have relied largely on CPU-based algorithms for the filling and stroking of paths. Learn about our approach to accelerate path rendering with our GPU-based "Stencil, then Cover" programming interface. We've built and productized our OpenGL-based system.
Preprint for SIGGRAPH Asia 2012
Copyright ACM, 2012
For thirty years, resolution-independent 2D standards (e.g. PostScript,
SVG) have depended on CPU-based algorithms for the filling and
stroking of paths. However advances in graphics hardware have largely
ignored the problem of accelerating resolution-independent 2D graphics
rendered from paths.
Our work builds on prior work to re-factor the path rendering task
to leverage existing capabilities of modern pipelined and massively
parallel GPUs. We introduce a two-step “Stencil, then Cover” (StC)
paradigm that explicitly decouples path rendering into one GPU
step to determine a path’s filled or stenciled coverage and a second
step to rasterize conservative geometry intended to test and reset the
coverage determinations of the first step while shading color samples
within the path. Our goals are completeness, correctness, quality, and
performance—but we go further to unify path rendering with OpenGL’s
established 3D rendering pipeline. We have built and productized our
approach to accelerate path rendering as an OpenGL extension.
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingMark Kilgard
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS106.html
Location: West Hall Meeting Room 503, Los Angeles Convention Center
Date: Wednesday, August 8, 2012
Time: 2:40 PM – 3:40 PM
The future of GPU-based visual computing integrates the web, resolution-independent 2D graphics, and 3D to maximize interactivity and quality while minimizing consumed power. See what NVIDIA is doing today to accelerate resolution-independent 2D graphics for web content. This presentation explains NVIDIA's unique "stencil, then cover" approach to accelerating path rendering with OpenGL and demonstrates the wide variety of web content that can be accelerated with this approach.
More information: http://developer.nvidia.com/nv-path-rendering
NVIDIA engineers will talk about the latest OpenGL API features for programmable GPUs. This session will cover the “hows, whys, and whens” of programming the fourth generation shader hardware. It will match detailed information on the API with practical examples. Topics covered will include geometry shaders, transformation feedback, instancing, and advanced texture formats.
RSTAB is a powerful analysis program for 3D framework calculations, reflecting the current state of the art and helping structural engineers to meet requirements in modern civil engineering.
RSTAB represents the basis of a modular software system: With RSTAB you can determine internal forces, deformations and support reactions. For subsequent designs we offer additional modules to consider material- and standard-specific conditions. Due to the RSTAB software structure consisting of add-on modules, we can tailor a program package for you to meet your individual needs.
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil bufferbased shadow volume algorithm. However, hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the conventional far clip plane “at infinity”, (2) rasterization with infinite shadow volume polygons via homogeneous coordinates, and (3) adopting a zfail stencil-testing scheme. Depth clamping, a new rasterization feature provided by NVIDIA's GeForce3 & GeForce4 Ti GPUs, preserves existing depth precision by not requiring the far plane to be placed at infinity. We also propose two-sided stencil testing to improve the efficiency of rendering stenciled shadow volumes.
March 12, 2002.
This was submitted to the SIGGRAPH 2002 papers committee but was rejected.
Preprint for SIGGRAPH Asia 2012
Copyright ACM, 2012
For thirty years, resolution-independent 2D standards (e.g. PostScript,
SVG) have depended on CPU-based algorithms for the filling and
stroking of paths. However advances in graphics hardware have largely
ignored the problem of accelerating resolution-independent 2D graphics
rendered from paths.
Our work builds on prior work to re-factor the path rendering task
to leverage existing capabilities of modern pipelined and massively
parallel GPUs. We introduce a two-step “Stencil, then Cover” (StC)
paradigm that explicitly decouples path rendering into one GPU
step to determine a path’s filled or stenciled coverage and a second
step to rasterize conservative geometry intended to test and reset the
coverage determinations of the first step while shading color samples
within the path. Our goals are completeness, correctness, quality, and
performance—but we go further to unify path rendering with OpenGL’s
established 3D rendering pipeline. We have built and productized our
approach to accelerate path rendering as an OpenGL extension.
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingMark Kilgard
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS106.html
Location: West Hall Meeting Room 503, Los Angeles Convention Center
Date: Wednesday, August 8, 2012
Time: 2:40 PM – 3:40 PM
The future of GPU-based visual computing integrates the web, resolution-independent 2D graphics, and 3D to maximize interactivity and quality while minimizing consumed power. See what NVIDIA is doing today to accelerate resolution-independent 2D graphics for web content. This presentation explains NVIDIA's unique "stencil, then cover" approach to accelerating path rendering with OpenGL and demonstrates the wide variety of web content that can be accelerated with this approach.
More information: http://developer.nvidia.com/nv-path-rendering
NVIDIA engineers will talk about the latest OpenGL API features for programmable GPUs. This session will cover the “hows, whys, and whens” of programming the fourth generation shader hardware. It will match detailed information on the API with practical examples. Topics covered will include geometry shaders, transformation feedback, instancing, and advanced texture formats.
RSTAB is a powerful analysis program for 3D framework calculations, reflecting the current state of the art and helping structural engineers to meet requirements in modern civil engineering.
RSTAB represents the basis of a modular software system: With RSTAB you can determine internal forces, deformations and support reactions. For subsequent designs we offer additional modules to consider material- and standard-specific conditions. Due to the RSTAB software structure consisting of add-on modules, we can tailor a program package for you to meet your individual needs.
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil bufferbased shadow volume algorithm. However, hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the conventional far clip plane “at infinity”, (2) rasterization with infinite shadow volume polygons via homogeneous coordinates, and (3) adopting a zfail stencil-testing scheme. Depth clamping, a new rasterization feature provided by NVIDIA's GeForce3 & GeForce4 Ti GPUs, preserves existing depth precision by not requiring the far plane to be placed at infinity. We also propose two-sided stencil testing to improve the efficiency of rendering stenciled shadow volumes.
March 12, 2002.
This was submitted to the SIGGRAPH 2002 papers committee but was rejected.
In questa presentazione, tutte le novità e una carrellata completa degli strumenti software del Power Portfolio 2016 di Hexagon Geospatial™.
La release 2016 dei software ERDAS IMAGINE, ERDAS APOLLO, Geomedia e di tutti gli altri strumenti software del Power Portfolio di Hexagon Geospatial è stata presentata ufficialmente il 14 giugno 2016, durante l’evento Hexagon Live di Anaheim (California).
Il Portfolio si compone di tre suite: Producer, Provider e Platform, costituite da prodotti software allo stato dell’arte ed utilizzati in tutto il mondo, che combinano le migliori tecnologie attualmente disponibili nel settore del telerilevamento, della fotogrammetria, del GIS ed in generale per la gestione di dati geospaziali.
Guarda il video e scarica il documento in italiano sulle novità della release 2016 su:
http://www.planetek.it/news_eventi/archivio_news/2016/06/presentato_il_nuovo_power_portfolio_2016_di_hexagon_geospatial
Bryce Harrington, Senior Graphics Engineer with the Samsung Open Source Group, compares two 2-D drawing libraries (Cairo and Skia), including showcasing work on a testing framework (Caskbench) for measuring performance of these two systems
Siemens NX 7.5 What’s New overview:
Assemblies
Modeling and Sketcher
Manufacturing
For more info, to book a demo and training visit www.majentaplm.com or call 01277 205631
CAD Converter for all formats / Advanced CAD translations
3D_Evolution performs a fast and accurate CAD data conversion without the need of a CAD license and guarantees an unrivalled model quality.
3D_Evolution has interfaces for all major CAD formats such as:
CATIA V5 and V6 • Creo • NX • SOLIDWORKS • INVENTOR • JT • STEP • 3D PDF • XT • ACIS • DWG • DGN
and many others.
Supporting all current mathematical descriptions the 3D_Evolution geometry kernel performs an adaptive conversion creating models, that the target system ‘understands’ perfectly, and also bridges tolerance differences between the CAD systems.
In addition the optional Featurebased module translates fully workable models including history, features and parameters.
3D_Evolution combines an easy-to-use graphical user interface with a powerful scripting language for process integration and automation.
Our partnership with all major CAD vendors assures that latest technology is always available within short time.
presentation about 2 emerging standards activities that I started and led in MPeG, point cloud compression on a new image and video format, and NBMP for media delivery in 5G networks. Presented at Philips R&D in Eindhoven the Netherlands
Leios 2 provides the easiest, fastest, most powerful and aordable route from your 3d scanner to your CAD, making elaboration of 3D scans, editing of triangle meshes and tting as easy as ever.
With Leios it's possible to acquire datasets from any kind of 3D scanner, to transform the point cloud into a NURBS mathematical model easy and quickly with complete control of each step and to analyze the results with powerful inspection tools.
DepthInsight Geoscience Geomodeling Software Technology IntroductionBo Sun
DepthInsight is a geoscience geomodeling software platform including the following modules:
Structural Modeling Module: efficiently and stably build any complex models.
Velocity and Attribute Modeling;
Reservoir Modeling;
Geomechanics: finite element based; A direct calculation based on the structural models, and no need to export structural models into other software;
3D Paleo-Structural Restoration: finite element and geomechanics based;
Enormous Modeling Platform:distributed modeling with multiple users working in individual sub regions simultaneously and then update and seamlessly embed back into the master model.
NX is one of the world’s most advanced and tightly integrated CAD/CAM/CAE product development solutions. Spanning the entire range of product development, NX delivers immense value to enterprises of all sizes. It simplifies complex product designs, thus speeding up the process of introducing products to the market.
1. June 2011 p. 1
STAR-CCM+ v6.04 –June 2011 release
This release of STAR-CCM+ has a range of new features across the entire simulation workflow. Many
new physics models are introduced that expand the application scope of STAR-CCM+ with particular
focus given to multiphase modeling. The ability to extract meaningful engineering results is improved
with automatic vortex core detection and geometry preparation has been pipelined to aid
automation and ease of use. To enhance STAR-CCM+’s CAD and PLM offering, a new client for
Autodesk Inventor is deployed in this release.
STAR-CCM+ v6.04 most important new features are:
1. Eulerian Multiphase Enhancements
A range of enhancements to the Eulerian multiphase framework including heat and mass transfer allowing the
simulation of a wider range of applications
2. Fluid Film Modeling
New enhanced model to simulate deposition, transport and stripping of thin fluid films opening new application
areas for STAR-CCM+
3. Discrete Element method (DEM)
New features to broaden the application scope of the DEM model with particle bonding, breaking and lattice
injection
4. Lagrangian Multiphase Enhancements
Enhancements to many areas of lagrangian multiphase including a new injector type, track animation and the
simulation of the effect of electric fields on particles
5. Combustion
A new combustion model to better predict emissions in computationally efficient manner
6. RELAP5-3D Coupling
Expanding STAR-CCM+ application coverage by adding in a new co-simulation option with the leading nuclear 1D
code
7. Parallel Meshing
Fully parallel polyhedral meshing technology allowing quick and efficient generation of ever larger meshes on
distributed computing platforms
8. STAR-Inventor
New CAD client bringing the power of STAR-CCM+ to the users of Autodesk Inventor
9. Vortex Core Detection
New post-processing feature enabling the rapid assessment of vortex strength and location
10. Geometry Operations
A pipelined approach to geometry preparation with automatic fluid extraction, hole filling and Boolean
operations
The STAR-CCM+ Competitive Advantages are:
o Cutting edge CAD & PLM integration
Integration within the CAD & PLM environment with the CAD Clients
A complete choice of native, transmit and neutral formats for reading
o Unrivaled meshing technology
The most advanced meshing toolset on the market today
Flexible surface preparation and revolutionary volume meshing
o A unique and intuitive simulation user environment
Easy to learn, use and remember
A unique single integrated environment easily automated and deployed
o True multi-disciplinary solution capability
A wealth of physics models for complete application coverage
Flow, thermal & stress modeling, multiphase flows, electromagnetics, DEM…
o Engineering analysis for meaningful results
A complete range of tools for turning raw simulation data into engineering insight
Powerful visualization tools for effective communication of analysis
o A flexible approach to hardware deployment
A client server architecture to ensure efficient use of hardware resources and remote processing
Flexible licensing to help make the most of HPC and cloud computing facilities
o Seamless integration with other CAE software
Working in conjunction with our partners for complete application coverage
Solutions for 1D & 3D co-simulation and code to code mapping
o A product focused on customer satisfaction
Development driven by customer feedback
A four month release cycle to ensure timely exposure of new features.
2. June 2011 p. 2
New feature and improvements in STAR-CCM+ v6.04
CAD Integration
STAR-Inventor
o Provides the same access to STAR-CCM+ as the existing CAD Clients
o Uses a native ribbon in Autodesk Inventor for the STAR-CCM+
functions
Updated compatibility with CAD versions
o STAR-CAT5: CATIA versions R19 and R20
o STAR-NX: NX versions 7.0 and 7.5
o STAR-Pro/E: Pro/Engineer Wildfire 5.0
o STAR-Works: SolidWorks 2010 and 2011
o STAR-Inventor: Inventor 2011
New option in STAR-Pro/E to select a point for moving reference frame
definition
Velocity vectors now displayed on boundaries in STAR-NX and STAR-Pro/E
Default boundaries are no longer highlighted in any CAD package. This will improve speed of rendering for large models
CAE Integration
New co-simulation coupling between STAR-CCM+ and RELAP5-3D
o RELAP5-3D models the coupled behavior of a reactor coolant system and the core for loss-of-coolant accidents and
operational transients
o Socket communication used between codes
o A parallel server of STAR-CCM+ can communicate with a single RELAP5-3D process through the master process
Data mappers can now automatically calculate temperature values for unmapped face targets (based on surrounding faces)
User Environment
New option to specify LM_PROJECT variable for Power-On-Demand at start/load of sim file
o Improves ease of use for Power-On-Demand customers
o No need to manually set environmental variables
New java option to call Turbo Wizard
o Allows the use of the Turbo Wizard as part of an automated process
Command line option -info now shows iteration count in addition to previous sim file information
Pressure reference location may now be highlighted in a scene
Geometry
3D-CAD
o Extended design parameter usage
Linear and circular pattern settings
Translation vectors
Rotation and rotation axis
Mirror plane quantities
o Constraints in sketches may be created referencing non
sketch entities
Used to align sketch entities to other bodies or
sketches not present in the active sketch
o Fillets and chamfers may now be created by selecting faces
Selecting 2 or more faces creates the feature on
the common edges
Selecting 1 face creates the feature on all face
edges
o Loft with guide curves to enable more complex shapes to be created through lofting
o Extrusions may now be done in local coordinate systems
o New pierce constraint to ensure guide curves and sketches are coincident
Geometry operations
o Option at the parts level allow common preparation options to be setup and executed
o Allows pipelined geometry preparation with operations re-executed when geometry is modified or replaced
o Result of operations creates a new geometry part for transfer to meshing
o Currently available operations:
Extract Volume/ Fill Holes/ Boolean Unite, Intersect and Subtract
Meta data now available on part surfaces as well as parts
Option to automatically merge vertices at PLMXML import
Option to assign all part surfaces within a composite part to a single boundary
3. June 2011 p. 3
Surface Preparation & Meshing
Surface preparation
o Multi-part imprinter
Now allows for edges to be imprinted as well as faces
Conformal face match option where adjacent parts have
coincident faces and vertices, but no part contact data
Parts can be imprinted more than once (with manual
selection)
Display of imprint number to show which part has been
imprinted
o Vertex projection
No longer requires prior selection of any entity
Picking of vertices may be done interactively in the
scene to improve ease of use
New project to line option allows pick of start, end and
intermediate vertices with intermediate vertices projected to line
between start and end
o New toolbar button to launch surface repair directly
Gives the option for which parts or regions to work on from a drop
down menu
Surface diagnostics now launched from within surface repair and not at startup
o New options for geometric range thresholds:
Radius around a point, box around a point and closest entity
o Option to select faces by CAD associativity
o Invert selection option
o Improved performance of split by topology operations
Surface remesher
o Compatibility refinement:
Option that controls the relative sizing of faces across gaps to ensure that a large disparity in face sizes does
not occur
Improves quality for thin meshing
o Several improvements made to the scope and quality of aligned
meshes
Surface wrapper
o Contact prevention sets may now be highlighted in a scene
Prism mesher
o New Hyperbolic tangent option for prism layer stretching
Trimmed cell mesher
o New custom growth rate option for the trimmer
Allows users to specify number of layers for each
growth level
o Option for anisotropic wake refinement with different cell size
distribution in each direction
Parallel Polyhedral mesher
o First instance of Parallel meshing in STAR-CCM+
Full meshing process parallelized including prism layer mesher and cell optimization
Uses fully distributed memory approach to best utilize clusters and sure no node is overloaded
Mesh redistributed when complete to ensure optimal load balancing for solving
Physics
Eulerian multiphase
o Phase coupled fluid energy model
Allows the solution of the energy equation for Eulerian
Multiphase flow
User control of whether enthalpy or temperature are
solved
o New phase interaction models:
Interphase energy transfer by thermal diffusion
Interphase mass transfer
o New options for interaction length scale
Kurul-Podowski for bulk boiling flows
Constant
User defined
o Interaction area density
Spherical particle
Symmetric
User-defined
4. June 2011 p. 4
o Drag Laws
Bozzano drag law for bubbly liquid gas systems including surface tension effects
Symmetric drag law across phase inversion
o New option for phase permeable walls
Allows for the simulation of de-gassing and particle deposition (soiling/icing)
Fluid film modeling
o New model to model the deposition and transport of thin films on
walls
o Models conservation of mass and momentum, with an assumed
parabolic velocity profile
o New shell region structure to handle films
o Includes options for deposition, initialization and wave based
stripping
Lagrangian multi-phase
o New hollow cone injector type
Specifically targeted at turbomachinery applications
where this injector is used in combustion chambers
o Coulomb force model
Used in conjunction with the Electrostatic Potential
model
Simulates the force on particles due to an electric field
o Injectors may now re-randomize every time step
o Option to adjust the default parameters of the Bai-Gosman wall impingement model
DEM
o Particle bonding model
Allows for the simulation of bonding, breaking and flexing of particle clumps
o Option to initialize DEM flows with lattices
Simple cubic lattice
Body centered cubic lattice
Face centered lattice
VOF
o Surface tension model now extended to specify phase-wise surface tension
Carman-Kozeny Mushy permeability model added for partially solidified flows
o Allows the simulation of binary alloys with partially solidified melt in between liquidus and solidus temperatures
Battery simulation module
o Possibility to use different Cartesian meshes for the electrical and
CFD models with automatic mapping of fields between the two
enabled
o Improvements have been made to the speed of the circuit solver
o Detailed electrochemistry data can be exported for distributed
battery models
Combustion modeling
o New progress variable model (PVM)
o Change in the default relaxation factor for CFM combustion to 0.9
Aeroacoustics
o Steady model for FW-H tonal noise prediction
o FW-H now compatible with rigid body motion
Harmonic balance
o Non-reflecting boundary condition now works on unstructured meshes
Porous media
o Momentum fluxes may be explicitly excluded
Thermal Comfort Management (TCM) model now extended to handle increased number of regions
Additional options for passive scalar transport
o Convection and diffusion
o Convection only
o Diffusion only
o No convection or diffusion
Material property definition
o Acentric factor added for the Peng-Robinson real gas model
o Selected material properties can be set using a table in T (temperature)
o Entropy coefficient added for thermodynamic polynomial data
o Multi-component diffusion now available for non-reacting mixtures
Performance
Changes to AMG solver defaults for pressure correction to improve scalability
o F-cycle now V cycle
o CG acceleration turned on
o No additional boundary sweeps
5. June 2011 p. 5
Analysis and Post-processing
Plots
o Entities in graph legends may now be renamed
o User control of width of lines and appearance of symbols in
legend can now follow main plot
New vortex core derived part
o Option to detect and visualize vortex cores based on the vector
field
o May be used to seed streamlines and other derived parts
VRML scene export
o Scenes may now be exported as a 3D VRML file for
visualization in 3D
o May be used to send results to 3D printers
Lagrangian particle track animation
o Particle tracks may now be used in streamline displayers and
animated accordingly
Auto range option for displayers
o Allows users to choose the method of automatic range detection allowing consistency of scalar display
o Options are:
Displayer parts
Displayer regions (input regions of the displayer parts)
All regions (in the simulation)
Direct method for plotting accumulated force
o Macros no longer required with ability to create an accumulated force table
o Table plots both accumulated force and also geometric profile of the sample points
SGS field function to aid visualization of turbulent scales with LES
Regions and boundary now consistently ordered alphabetically in reports
New constant tip size option for vectors
Symmetric transforms may now plot different scalar fields on each side
Documentation
Refactoring of existing material
o New top level heading, “Defining the Simulation Topology”. This covers geometry parts to regions assignment, as well as
manipulations on regions and boundaries
o Ongoing improvements to structure in “Modeling Geometry” and “Generating Mesh”
New tutorials
o Abaqus co-simulation mechanical coupling
o Fluid film down a vertical wall
o Coherent Flame Model tutorial
o Adiabatic PCFM (Partially Premixed Coherent Flame Model) tutorial