29th European Simulation and Modelling Conference - ESM'2015, October 26-28, 2015, Holiday Inn, Leicester, UK, Tutorials


UKRI-SPC

Conference Tutorials

Introduction to Agent-Based Simulation using Repast Simphony

Dr. Bhakti Stephan Onggo
Department of Management Science
Lancaster University
Lancaster, United Kingdom

Abstract
This tutorial will provide an introduction to agent-based simulation (ABS) using Repast. The tutorial consists of four parts. In the first part, I will introduce the concepts of ABS with some examples. In the second part, I will explain about the concepts and structure used by Repast Simphony such as context and projections. This will be followed by an example in repast. Finally, I will conclude the tutorial with some cases in which repast have been used.

The software and the instruction on how to install it can be found from http://repast.sourceforge.net/download.php
This tutorial will be held on Tuesday the 27th of October.

Biography
Bhakti Stephan Onggo is a lecturer (assistant professor) at the Department of Management Science at the Lancaster University Management School, Lancaster, United Kingdom. He completed his PhD in Computer Science from the National University of Singapore and his MSc in Management Science from the Lancaster University. His research interests are in the areas of simulation modelling methodology (modelling paradigms and conceptual modelling), simulation technology (parallel and distributed simulation) and business process modelling and simulation applications in supply chain and healthcare.

Soft Body Dynamics on the GPU Using Shells

Noe Pages Puertas
Napier University
Edinburgh
United Kingdom

Abstract
Soft bodies are a field of computer physics animation in continuous demand in the fields of
videogames and computational surgery. Position based approaches to simulate soft
bodies are easy to understand and implement, permit attaching s oft bodies to characters
and are effective when solving collision detection through the penalty based system. S hells
are mesh projections that create concentric layers commonly used to optimise the
simulation of f ur in realtime

This tutorial shows how to create a realistic soft body simulation combining shells and position based dynamics. The technique presents a highly scalable performance when parallelised on the GPU.

Outline
Basic Concepts

  • I. Particle Systems
  • II. Verlet Integration
  • III. Springs and Constraints
  • IV. Damping and the Verlet integration
  • V. Shells applied to Soft Body Simulation
  • VI. Coupling particles based in the Index Neighbours

Advanced Techniques

  • I. Angular Constraints
  • II. GPU Parallelisation

Curriculum Vitae
I am a BSc (Hons) Games Development graduate with a keen interest in low-level programming and strengths in C++ , vector maths, version control, graphics programming, physics based animation techniques and concurrent and parallel models. In my final year, Nvidia has sponsored my honours project in “Position Based Dynamics on the GPU using Shells”

You can download his full cv here in pdf format

Fluid Simulation in Games: The Advantages and Pains

Haoyang Hou
Edinburgh Napier University
Edinburgh, United Kingdom

Abstract

Fluid simulation is a long discussed and researched topic in the Computational Fluid Dynamics field. Building on the famous Navier-Stoke Equation, two major approaches are used in the industry: grid based Eulerian view and particle based Lagrangian view. Different with Eulerian approach, Lagrangian method is more flexible and requires less computation.
SPH(Smoothed Particle Hydrodynamics) is a popular Lagrangian method that has been widely introduced to games for real time fluid simulation. As the basis of the SPH method, the special equations and smoothing kernels simplified the implementation of Navier while keeping visually convincing fluid behaviours. The particle nature of SPH also made it easy to be integrated to the scene and parallelised using GPU.

The tutorial starts with the introduction of particle system for rigid body simulation and then expands it to fluid simulation with the explanation of SPH method. The advantage and pains of using SPH in games will be discussed along with the optimization technique and possible directions of further improvement.

Outline

 

  • Particle System for Rigid Body
  • Integration Methods
  • Navier-Stoke Equation
  • SPH methods
  • Equations
  • Smoothing Kernels
  • Particle System with SPH
  • Advantages of SPH
  • Optimization
  • Spatial Partition
  • GPU
  • Visualization
  • Pains of SPH
  • Further Improvements

 

Curriculum Vitae

I am a graduate of BSc(Hons) Games Development with strong interests on GPU programming, physics based animation and artificial intelligence. My current project focused on the SPH based fluid simulation in games and the GPU accelerated particle system.

You can download his full cv here in pdf format