Projects

  • Visualization of regional groundwater flow within a slope. The data was generated using finite element seepage analysis. The results were imported into Blender, where a custom Python script generated the geometry. With the aid of a versatile material shader, the analysis results were visualized using the hot/cold color scheme. A custom Python script generated the flow lines, shown as black tubes, from the data. The slope and the forest on top was created in Blender with a low-polygon style.

  • Seepage flow under an embankment dam from a finite element analysis. Similar to the previous project, the simulation results were imported into Blender using a custom Python script. Subsequently, flow lines were generated using a finite-difference scheme with full control over the style of the resulting tubes and arrow glyphs. Material shaders were developed for the sandy embankment and the underlying wet clayey soil.

  • Flow of seepage under a steel sheet pile wall with a custom material shader for the computational domain, shown as resembling acrylic or glass. The water driving the seepage flow was modelled as a semi-frozen solid and the sheet piles were shown as exposed rusty metal.

  • Flow through porous medium, like soils, simulated using the Lattice Boltzmann method. The unlike the above projects, where the data was computed at nodes of a mesh, the LB model calculates quantities at the cell level. This represents unique challenges in displaying the results. The computational domain was embedded into a block of soil to show scale. The domain is depicted as a glass-like material with colors derived from the simulation results.

  • Development of Von Karman vortices due to a plate obstruction immersed into a channel flow. Another Lattice Boltzmann simulation with a fly-over style animation to shown the shedding of vortices.

  • Finite Element stress analysis of ground deformation around twin sewage tunnels showing their relation to both built and natural environment. The FE results were imported into Blender using a custom Pythons script. The ground was modelled using a wet earth material shader, while the road and the vegetation atop the soil was custom created.