Implementation of Physically Based Wake Simulation for Planning and Semi-Planning Yachts using Niagara VFX
Chan, Yung-Chang
Promoteur(s) :
Rigo, Philippe
Année académique : 2024-2025 • URL permanente : http://hdl.handle.net/2268.2/25042
Détails
| Titre : | Implementation of Physically Based Wake Simulation for Planning and Semi-Planning Yachts using Niagara VFX |
| Auteur : | Chan, Yung-Chang
|
| Promoteur(s) : | Rigo, Philippe
|
| Langue : | Anglais |
| Nombre de pages : | 57 |
| Mots-clés : | [en] Kelvin wake pattern [en] Michell's thin-ship theory [en] real-time rendering [en] Unreal Engine |
| Discipline(s) : | Ingénierie, informatique & technologie > Multidisciplinaire, généralités & autres |
| Organisme(s) subsidiant(s) : | Maurer Labs |
| Public cible : | Grand public |
| Institution(s) : | Université de Liège, Liège, Belgique Universidad Politécnica de Madrid, Madrid, Spain |
| Diplôme : | Master : ingénieur civil mécanicien, à finalité spécialisée en "Advanced Ship Design" |
| Faculté : | Mémoires de la Faculté des Sciences appliquées |
Résumé
[en] Amid the ongoing digital transformation, the demand for dynamic and interactive virtual yacht
tours in the online marketplace is steadily increasing. A ship wake simulator serves as a core
component of such applications. Rather than employing advanced numerical methods to compute wave resistance, this study concentrates on the real-time, physically based visualization of
ship wake patterns. The final output will be an application with a user interface developed in
Unreal Engine 5 (UE5).
The selected theoretical models must be programmable and readily implementable in the chosen game engine. For far-field wake simulations, semi-analytical integrals are employed to reproduce Kelvin wake patterns. Michell’s thin-ship theory is applied to model ship waves along
a straight course with explicit hull geometry, while Stoker’s influence-point model is adopted
to handle arbitrary path curvatures. For near-field wake simulations, empirical equations are
used to construct wake profiles through interpolation, and the Savitsky model is implemented
to capture planing effects (e.g., rooster tails) at high speeds.
Since both the theoretical models and the game engine impose inherent limitations, the raw
results require post-processing and normalization to ensure visual consistency. For instance,
normalization prevents excessive brightness in wake patterns when computed values exceed
the [0, 1] interval. The processed wake data are then mapped onto texture layers to achieve the
intended visualization. Benchmarking further demonstrates that the GPU-accelerated game engine achieves at least an order of magnitude higher performance than a Python implementation
(e.g., Jupyter Notebook) in high-resolution simulations.
Results for the base case scenario show good agreement with the classical Kelvin wake patterns. As the Froude number increases, the wake transitions from a transverse-wave-dominated
to a divergent-wave-dominated pattern. A narrowing of the apparent wake angle is also observed. Results for more advanced cases (arbitrary path curvature, acceleration, interference,
planing effect) also present the similar patterns from the other studies. Nevertheless, further
investigation is needed to develop improved approaches that mitigate the singular behavior occurring at the wake arms.
It is concluded that the developed program successfully achieves the primary objective of
this study, namely, real-time rendering of ship wake patterns with preserved physical fidelity.
Nonetheless, minor visual artifacts remain, and future work should incorporate more rigorous
quantitative validation.
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Implementation of Physically Based Wake Simulation for Planing and Semi-Planing Yachts using Niagara VFX.pdf
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