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Viscosity reduction in physical process simulation    
United States Patent5606517   
Link to this pagehttp://www.wikipatents.com/5606517.html
Inventor(s)Traub; Kenneth R. (Watertown, MA); Knight, Jr.; Thomas F. (Belmont, MA); Molvig; Kim (Concord, MA); Teixeira; Christopher M. (Cambridge, MA)
AbstractA computer implemented method for simulating a physical process. The method includes storing in a memory a state vector for each of a number of voxels. Each state vector includes a plurality of integers, each of which corresponds to a particular momentum state of a number of possible momentum states at a voxel and represents the number of elements having the particular momentum state. Each integer has more than two possible values. The method also includes performing interaction operations on the state vectors that model interactions between elements of different momentum states, performing viscosity modification operations on the state vectors to change the viscosity of the simulated physical process, and performing move operations on the state vectors that reflect movement of elements to new voxels.
   














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Viscosity reduction in physical process simulation - US Patent 5606517 Drawing
Viscosity reduction in physical process simulation
Inventor     Traub; Kenneth R. (Watertown, MA); Knight, Jr.; Thomas F. (Belmont, MA); Molvig; Kim (Concord, MA); Teixeira; Christopher M. (Cambridge, MA)
Owner/Assignee     Exa Corporation (Cambridge, MA)
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Publication Date     February 25, 1997
Application Number     08/255,409
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Filing Date     June 8, 1994
US Classification     703/9
Int'l Classification     G06F 019/00
Examiner     Teska; Kevin J.
Assistant Examiner     Walker; Tyrone V.
Attorney/Law Firm     Fish & Richardson P.C.
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USPTO Field of Search     364/578 364/509 364/223 364/224.7 364/232.21 364/223.4 364/924 364/924.3 364/924.4 364/931 364/931.01 364/806 364/803 340/825.79 395/119 395/124 395/127
Patent Tags     viscosity reduction physical simulation
   
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Molvig

Jul,1995

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Turner
703/6
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Leon
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What is claimed is:

1. A computer implemented method for simulating a physical process, comprising the steps of:

(1) storing in a memory state vectors for a plurality of voxels, the state vectors comprising a plurality of integers corresponding to particular momentum states of a plurality of possible momentum states at a voxel, and representing the number of elements having the particular momentum state;

(2) performing interaction operations on the state vectors that model interactions between elements of different momentum states;

(3) performing viscosity modification operations on the state vectors to change the viscosity of the simulated physical process; and

(4) performing move operations on the state vectors that reflect movement of elements to new voxels,

wherein the interaction operations are performed on the state vector of a voxel before the viscosity modification operations are performed.

2. A computer system for simulating a physical process, comprising:

(1) means for storing in a memory state vectors for a plurality of voxels, the state vectors comprising a plurality of integers corresponding to particular momentum states of a plurality of possible momentum states at a voxel, and representing the number of elements having the particular momentum state;

(2) means for performing interaction operations on the state vectors that model interactions between elements of different momentum states;

(3) means for performing viscosity modification operations on the state vectors to change the viscosity of the simulated physical process; and

(4) means for performing move operations on the state vectors that reflect movement of elements to new voxels,

wherein the interaction operations are performed on the state vector of a voxel before the viscosity modification operations are performed.

3. The subject matter of claim 1 or 2 wherein the viscosity modification operations change the viscosity of the physical process being simulated according to a relaxation technique.

4. The subject matter of claim 3 wherein both the interaction operations and the viscosity modification operations apply a set of rules to the state vector, and wherein the rules modify particular sets of integers from the state vector.

5. The subject matter of claim 4 wherein the rules are applied during the interaction operations to modify the integers of the state vector by a first amount and during the viscosity modification operations to modify the integers of the state vector by a second amount, and wherein the first and second amounts are related by a relaxation parameter.

6. The subject matter of claim 5 wherein the second amount is determined by multiplying the first amount by a number derived from the relaxation parameter.

7. The subject matter of claim 6 wherein the first amount is determined and stored for a rule during the interaction operations, and wherein the second amount is determined by multiplying the stored first amount by the number derived from the relaxation parameter.

8. The subject matter of claim 6 wherein the second amount is determined by truncating the result of the multiplying step so that the second amount is an integer.

9. The subject matter of claim 8 wherein, before the result of the multiplying step is truncated, a random value is added to the result of the multiplying step.

10. The subject matter of claim 9 wherein the random value is between zero and one.

11. The subject matter of claim 5, wherein the relaxation parameter is greater than 1 and less than 2.

12. The subject matter of claim 11, wherein the relaxation parameter is less than or equal to 1.8.

13. The subject matter of claim 3 wherein the viscosity modification operations reduce the viscosity of the simulated physical process.

14. The subject matter of claim 1 or 2 wherein the elements represent particles capable of movement between voxels, the interactions modeled by the interaction operations are collisions between the particles or between the particles and a boundary surface, and the movement that the move operations reflect is movement of particles between adjacent voxels.

15. The subject matter of claim 14 wherein the value of an integer represents the number of particles at a momentum state at a voxel.

16. The subject matter of claim 15 wherein the interaction operations comprise collision rules that operate on a subset of the integers of a state vector.

17. The subject matter of claim 16 wherein one of the collision rules is a scatter rule that, when the state vector has integers representing a first pair of momentum states at the same voxel will, under certain conditions, transfer a plurality of particles to a second pair of momentum states, such that the first pair has a combined value of one or more physical invariants such as mass, momentum, or energy which is the same as the second pair, and wherein, when the scatter rule transfers particles to the second pair of momentum states, the viscosity modification operations transfer an additional quantity of particles from the first pair of momentum states to the second pair of momentum states, such that the first pair continues to have a combined value of one or more physical invariants such as mass, momentum, or energy which is the same as the second pair.

18. The subject matter of claim 17 wherein the additional quantity of particles transfered by the viscosity modification operations is determined by:

subtracting one from a relaxation parameter; and

multiplying the result of the subtracting step by the number of particles transfered by the scatter rule.

19. The subject matter of claim 18 wherein the number of particles transfered by the scatter rule is determined and stored during the interaction operations, and wherein the additional quantity is determined by multiplying the result of the subtracting step by the stored number of particles.

20. The subject matter of claim 18, wherein the additional quantity is determined by truncating the result of the multiplying step so that the additional quantity is an integer.

21. The subject matter of claim 20, wherein, before the result of the multiplying step is truncated, a random value is added to the result of the multiplying step.

22. The subject matter of claim 21, wherein the random value is between zero and one.

23. The subject matter of claim 3 wherein a set of rules is applied during the interaction operations to modify the integers of the state vector by a first amount and during the viscosity modification operations to modify the integers of the state vector by a second amount, and wherein the first and second amounts are related by a relaxation parameter.

24. The subject matter of claim 23 wherein the second amount is determined by multiplying the first amount by a number derived from the relaxation parameter, adding a random value to the result of the multiplication, and truncating the result of the addition so that the second amount is an integer.

25. The subject matter of claim 1 or 2 wherein an integer of a state vector has more than two possible values.
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BACKGROUND OF THE INVENTION

This invention relates to computer systems for simulating physical processes, e.g., fluid flow.

The conventional approach to simulating high Reynolds number flow has been to generate discretized solutions of the Navier-Stokes differential equations, in which high-precision floating point arithmetic operations are performed at each of many discrete spatial locations on variables representing the macroscopic physical quantities (e.g., density, temperature, flow velocity). The fastest and most powerful computers available are used, and yet very limited and inexact results have been achieved. To keep run times manageable, very coarse grid resolutions are used, and even at those coarse resolutions there are unacceptable errors in the solutions due to accumulated round off errors inherent in performing successive floating point arithmetic operations.

There has long been an effort to replace the differential equation approach with what is generally known as lattice gas (or cellular) automata, in which the macroscopic-level simulation provided by solving the Navier-Stokes equations is replaced by a microscopic-level model that performs operations on particles moving between sites on a lattice. The goal has long been to find a microscopic-level model of particle interactions and movement that would produce the correct macroscopic results (i.e., variations in density, temperature, etc. as prescribed by the Navier Stokes equations).

The traditional lattice gas simulation assumes a limited number of particles at each lattice site, with the particles being represented by a short vector of bits. Each bit represents a particle moving in a particular direction. For example, one bit in the vector might represent the presence (when set to 1) or absence (when set to 0) of a particle moving along a particular direction. Such a vector might have six bits, with, for example, the values 110000 indicating two particles moving in opposite directions along the X axis, and no particles moving along the Y and Z axes. A set of collision rules governs the behavior of collisions between particles at each site (e.g., a 110000 vector might become a 001100 vector, indicating that a collision between the two particles moving along the X axis produced two particles moving away along the Y axis). The rules are implemented by supplying the state vector to a lookup table, which performs a permutation on the bits (e.g., transforming the 110000 to 001100). Particles are then moved to adjoining sites (e.g., the two particles moving along the Y axis would be moved to neighboring sites to the left and right along the Y axis).

Molvig et al. taught an improved lattice gas technique in which, among other things, many more bits were added to the state vector at each lattice site (e.g., 54 bits for subsonic flow) to provide variation in particle energy and movement direction, and collision rules involving subsets of the full state vector were employed. Molvig et al PCT/US91/04930; Molvig et al., "Removing the Discreteness Artifacts in 3D Lattice-Gas Fluids", Proceedings of the Workshop on Discrete Kinetic Theory, Lattice Gas Dynamics, and Foundations of Hydrodynamics, World Scientific Publishing Co., Pte., Ltd., Singapore (1989); Molvig et al., "Multi-species Lattice-Gas Automata for Realistic Fluid Dynamics", Springer Proceedings in Physics, Vol. 46, Cellular Automata and Modeling of Complex Physical Systems, Springer-Verlag Berlin, Heidelberg (1990) (all hereby incorporated by reference). These improvements and others taught by Molvig et al. produced the first practical lattice-gas computer system. Discreteness artifacts that had made earlier lattice gas models inaccurate at modeling fluid flow were eliminated.

In another approach to avoiding discreteness artifacts, referred to as the lattice-Boltzmann model, the boolean variables of lattice gas techniques are replaced by real variables. Chen et al., "Lattice Boltzmann Model for Simulation of Magnetohydrodynamics," Physical Review letters, Vol. 67, n. 27, 30 Dec. 1991; Qian et al., "Lattice BGK Models for Navier-Stokes Equation," Europhysics Letters, Vol. 17, pp. 479-484, 1 Feb. 1992. Rather than monitoring the presence of individual particles for each state of each site in the lattice, the lattice-Boltzmann model monitors the particle distribution function for each said state.

As described by Qian et al., the real numbers used in the lattice-Boltzmann approach permit application of the method of relaxation, which can be described simply as:

N(t+1)=(1-.omega.)N(t)+.omega.N.sub.e,

where N(t) is a quantity at time t, N.sub.e is the quantity's equilibrium (Boltzmann) value, and .omega. is a relaxation parameter having a value between 0 and 2. The method is referred to as subrelaxation when 0<.omega.<1, and over-relaxation when 1<.omega.<2. (When .omega.=1, N(t+1) simply equals N.sub.e, and no relaxation occurs.) Qian et al. also noted that the shear viscosity of a simulated fluid can be reduced by increasing .omega..

SUMMARY OF THE INVENTION

The invention features modifying the viscosity of a lattice gas system in which each lattice site (voxel) is represented by a state vector that includes an integer value for each state (e.g., in each voxel, 0-255 elements can be moving in a particular direction with a particular energy). Decreasing the viscosity of the system increases the effective density of the lattice and thereby dramatically increases the resolution at which the system is able to simulate a given physical process. Increasing the viscosity of the system permits simulation of high viscosity fluids.

Viscosity is a measure of a fluid's resistance to a shear force (i.e., a force which acts parallel to the direction of fluid flow). In an actual fluid, viscosity results from interactions between neighboring particles in the fluid that cause the velocities of the particles to gravitate toward an average value. In a lattice system, viscosity results from interactions between particles positioned in specific voxels that cause the net velocity of the particles positioned in a voxel to gravitate toward the net velocity of the particles positioned in neighboring voxels. Because each voxel in a lattice system represents a region of simulated space that is substantially larger than the physical space that would be occupied by an actual particle, the viscosity resulting from interactions between voxels is substantially greater than that resulting from molecular particle interactions in real fluids (i.e., the "averaging" resulting from each voxel interaction affects a substantially larger region of space than that resulting from each molecular particle interaction).

Typically, the viscosity of the system is modified using relaxation techniques. Because the relaxation technique described by Qian et al. is directed to a system that uses real numbers, its applicability to an integer-based system is not readily apparent. Indeed, direct application of the relaxation technique described by Qian et al. to a lattice gas system using state vectors comprised of integer values would not work because multiplication of an integer value by the real-valued relaxation parameter would result in a real value rather than an integer value. While the real value produced by the multiplication could be rounded to an integer value, such rounding would result in the system no longer conserving mass, momentum and energy. The invention permits the integer-valued state vectors to be modified by real-valued relaxation parameters, and does so while conserving mass, momentum and energy, and without introducing roundoff error.

Viscosity in a lattice system can be reduced by increasing the density of the lattice (i.e., by decreasing the quantity of simulated space that is represented by each voxel), and can also be reduced through use of over-relaxation. Viscosity, .nu., can be expressed in terms of .omega., the relaxation parameter: ##EQU1## where T is the temperature of the fluid. Thus, for example, relative to a relaxation parameter of one (.nu.=T/2), a relaxation parameter of 1.8 (.nu.=T/18) will reduce the viscosity in the lattice by a factor of nine.

The invention promises to substantially improve the ability of lattice systems to simulate physical processes. Because over-relaxation has the same effect as increasing the density of the lattice (i.e., reducing the viscosity of the lattice system), use of over-relaxation effectively increases the density of the lattice. Use of over-relaxation therefore has a dramatic effect on the processing necessary to simulate a physical system with a particular resolution (or the resolution with which a particular processor can simulate a physical system). For example, a tenfold increase in the effective density of a three dimensional lattice reduces the processing required to simulate a physical system with the lattice to a particular level of resolution by a factor of almost ten thousand (i.e., ten cubed less the additional processing required to implement over-relaxation and multiplied by a tenfold decrease in the time required to simulate a fluid of a given velocity).

The invention is implemented in a new computer system for simulating physical processes. Instead of the lattice gas model in which at each lattice site (voxel) there is at most a single element in any momentum state (e.g., at most a single element moving in a particular direction with a particular energy), the invention uses a multi-element technique in which, at each voxel, multiple elements can exist at each of a number of states (e.g., 0-255 elements can be moving in a particular direction). The state vector, instead of being a set of bits, is now a set of integers (e.g., a set of eight bit bytes providing integers in the range of 0 to 255), each of which represents the number of elements in a given state.

To model interactions between elements of different momentum states within a voxel, the computer system performs interaction operations on the state vectors. Typically, these interaction operations are performed for each voxel by applying a set of rules to the state vector of the voxel, where each rule modifies a particular set of integers from the state vector.

To change the viscosity of the simulated physical process, the computer system performs viscosity modification operations on the state vectors. These operations are typically performed after the interaction operations and apply a set of rules that are similar to, or the same as, the rules applied during the interaction operations. Where the same rules are applied, the rules modify the state vectors by a first amount during the interaction operations and a second amount during the viscosity modification operations, where the first amount is related to the second amount by a relaxation parameter. Because the rules used in the interaction operations conserve mass, momentum and energy, this approach ensures that these properties will be conserved during the viscosity modification operations.

When the second amount is determined by multiplying the first amount by a real number derived from the relaxation parameter, the result of the multiplication is truncated to ensure that the second amount is an integer value. To prevent the truncation operation from introducing statistical bias into the system, a random value between zero and one is added to the result of the multiplication prior to truncation.

The viscosity of the lattice system is reduced by using a relaxation parameter having a value greater than one and less than two. As the relaxation parameter approaches two, the viscosity of the simulated system approaches zero and the system becomes unstable. Viscosity, which is essentially a form of friction, tends to damp out fluctuations in the system. Thus, instability occurs when there is no viscosity because these fluctuations are allowed to spread unchecked through the system. It has been found that instability can generally be avoided by using a relaxation parameter that is less than or equal to 1.8.

After performing the interaction and viscosity modification operations, the computer system performs move operations on the state vectors that reflect movement of elements to new voxels.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flow chart of a procedure followed by a physical process simulation system.

FIG. 2 is a perspective view of a microblock.

FIG. 3 is a flow chart of a procedure for performing collisions with over-relaxation.

FIG. 4 is a block diagram of a system for performing slip surface dynamics.

FIG. 5 is an illustration of specular reflection.

FIG. 6 is a block diagram of a functional unit of a physical process simulation system.

FIG. 7 is a block diagram of a microdynamics unit of the system of FIG. 6.

FIG. 8 is a block diagram of a single-voxel data path of the microdynamics unit of FIG. 7.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, a physical process simulation system operates according to a procedure 100. At startup, a timer is initialized (step 102). Next, a voxel counter, which points to a particular voxel (or location) within the lattice, is initialized to point to the first voxel in the lattice (step 104).

After initialization, the system loads the state vector corresponding to the voxel designated by the voxel count (step 106). The state vector completely defines the status of the voxel, and includes 49 or more multi-bit entries, each of which corresponds to an integer value. These 49 entries correspond to a rest state, 24 directional vectors at a first energy level, and 24 directional vectors at a second energy level. Though only 49 entries are required, preferred embodiments provide for six rest states and therefore use 54 entries. Six rest states are employed to ensure that there are a sufficient number of rest "slots". Of course, this same effect could be achieved by increasing the number of bits in the single entry corresponding to the rest state in a 49 entry embodiment. By using multi-bit entries, the system offers substantially improved performance over systems that used single-bit entries to define voxel status. In particular, unlike single-bit systems that could only produce Fermi-Dirac statistics, which are unsuitable for many applications, the system can produce Maxwell-Boltzmann statistics.

After loading the state vector, the system performs all intravoxel operations on the state vector (step 108). Intravoxel operations are those that do not require information about other voxels. For example, in a fluid simulation system, intravoxel operations would account for collisions between particles within a voxel.

Upon completing the intravoxel operations, the system increments the voxel counter (step 110). If the new voxel count does not exceed the number of voxels in the lattice (step 112), the system loads the state vector of the next voxel (step 106) and continues processing.

If the new voxel count exceeds the number of voxels in the lattice (step 112), the system performs intervoxel operations (step 114). Intervoxel operations are those that require information from more than one voxel. For example, in a fluid simulation system, intervoxel operations would account for movement of particles between voxels. After performing intervoxel operations, the system increments the time (step 116), reinitializes the voxel counter to point to the first voxel (step 104), and continues processing.

Operation of a preferred embodiment of the system is described in detail below. For clarity, the system described above has been described as operating serially. However, as noted below, the system, like other lattice systems, is ideally suited for parallel operations. For example, intravoxel operations could be performed on multiple voxels simultaneously. Similarly, as long as intravoxel operations on all of the voxels involved in an intervoxel operation are complete, the intervoxel operation could be performed simultaneously with other intravoxel operations.

The disclosures of U.S. application Ser. No. 08/030,573, filed Mar. 12, 1993; PCT application Ser. No. PCT/US91/04930, filed Jul. 12, 1991; U.S. application Ser. No. 07/812,881, filed Dec. 20, 1991; U.S. application Ser. No. 07/555,754, filed Jul. 12, 1990; and U.S. application Ser. No. 08/165,293, filed Dec. 10, 1993 are all hereby incorporated by reference.

Before any of the computational operations are described, it is necessary to briefly describe the elementary data structure that comprises the basic state vector for each voxel. This is the basic element upon which the majority of required computations operate. Each lattice site, or voxel (these two terms are used interchangeably throughout this document), contains 54 states for subsonic mono-species simulations. The number of states will be lengthened for transonic flows or multiple-species simulations.

In this document the state space is represented with the following notation:

N.sub.i (x, t)

N.sub.i represents the number of particles in state i, at the lattice site denoted by the 3-dimensional vector x, at time-step t.

The number of states is determined by the number of possible velocity vectors within each energy level. The velocity vectors consist of integer linear speeds in 4-dimensional space: x, y, z, and w. The 4'th dimension, w, is projected back onto 3-dimensional space and thus does not indicate an actual velocity in the 3-dimensional lattice. For subsonic flows, i ranges from 0 to 53.

Each state represents a different velocity vector at a specific energy level. The velocity of each state is indicated with its "speed" in each of the 4 dimensions as follows:

c.sub.i =(c.sub.x, c.sub.y, c.sub.z, c.sub.w)

The energy level 0 state is known as a stopped particle, they are not moving in any dimension, i.e. c.sub.stopped =(0, 0, 0, 0). Energy level 1 states have a .+-.1 in two of the four dimensions and a 0 velocity in the other two. And energy level 2 states have either a .+-.1 in all four dimensions, or a .+-.2 in one of the 4 dimensions and a 0 velocity in the other three. Generating all of the possible permutations of these 3 energy levels gives a total of 49 possible states (1 energy 0 state, 24 energy 1 states, 24 energy 2 states). In addition, the subsonic flow state space maintains a total of 6 stopped states as opposed to 1, giving a total state count of 54 instead of 49.

The voxels are grouped in to small 2.times.2.times.2 volumes that are called microblocks. The microblocks are organized to optimize parallel processing of the lattice sites as well as to minimize the overhead associated with the data structure. A short-hand notation for the 8 lattice sites in the microblock is defined below and is used throughout this document.

N.sub.i (x)

Where x.epsilon.{0, 1, 2, . . . , 7}

Where x represents the relative position of the lattice site within the microblock. A microblock is illustrated in FIG. 2.

Microdynamics (Intravoxel Operations)

The microdynamics operations are those set of physical interactions that occur purely within a voxel. This class of operations allows for the permutation of the fluid state space to account for the physical interactions between fluid particles and various types of object surfaces.

Normal Collisions

Normal collisions are operations that allow for particles to collide with each other, thus changing their velocity and direction. A change in a particle's velocity and direction is accomplished by moving that particle into a different state, since it is the state that a particle is in that determines its velocity vector.

The typical collision operation consists of two pairs of input state vectors (4 in total) and likewise two pairs of output state vectors. The basic collision operation collides two "incoming" particles and changes their state into two "outgoing" particles. The incoming and outgoing pairs must always conserve mass, momentum, and energy. Therefore, not all possible quartets within the 54 states are "legal" collision sets.

The basic collision operator is bi-directional in nature, thus the "incoming" and "outgoing" states are determined at the time the collision takes place depending on the local collision states' populations. Two pairs are selected and depending on local density, one pair (incoming) will be the source of particles into the other (outgoing) pair.

The basic collision operation is described below.

C=SignOf[(N.sub.i .multidot.N.sub.j)-(N.sub.k .multidot.N.sub.l)]

NScatt=C.multidot..delta.

Where .delta..epsilon.{1,2,4,8}

N.sub.i =N.sub.i -NScatt

N.sub.j =N.sub.j -NScatt

N.sub.k =N.sub.k +NScatt

N.sub.l =N.sub.l +NScatt

Where SignOf is a function that returns only the sign (.+-.1) of the operations enclosed in brackets. The SignOf operator returns a +1 if the value is a 0. The number of particles scattered from states i and j to states k and l, NScatt, is determined by multiplying the sign of the collision operation, C, by a small positive constant .delta. (delta). The .delta. is specified along with the state indices in the collision rule list. The pair of states, i and j or k and l, with the larger product becomes the source of the particles to the pair with the lower product. If NScatt is negative, then particles are transferred from states k and l into state i and j.

All 4 of the states represent particles at the same voxel. All of the collisions only depend on the state information local to that particular site. The state indices i, j, k, and l are determined such that a particle from each of states i and j have the same total momentum and energy as a particle from each of states k and l. All 4 of the indices must represent 4 different states and all 4 of the states must be at the same energy level.

As an example of a normal collision, the following initial state is proposed. ##EQU2##

As can be seen from the state selection for i, j, k, and l, the pair of i and j have a net momentum of +2 in the x dimension and 0 in y, z, and w. In addition, both particles are at energy level 1. The same is true of the pair k and l. After the first step in the collision process described above, C is equal to -1 (SignOf[(25.multidot.40)-(30.multidot.50)]=-1). A negative sign indicates that the k and l pair are sourcing particles to the i and j pair.

NScatt is calculated to be -4, based on a delta of 4 that was specified in the collision rule. NScatt is then substracted from states i and j, and added to k and l. The collision operation is now complete and four new output state populations have been created. Where now:

N.sub.i =29

N.sub.j =44

N.sub.k =26

N.sub.l =46

By moving the same number of particles out of states k and l and into states i and j, mass is also conserved.

There does exist a potential for overflow and underflow of a state's particle count in the collision operation described above. It should be noted that conservation of mass, momentum, and energy is paramount in this simulation environment and that an overflow of a state would result in a loss of mass, as well as momentum and energy, if it went unchecked. Likewise, it is also possible to have underflow occur, in which case mass would be created, not destroyed. Thus, it is required that the collision operations preserve the mass of the quartet of states that it operates on. This is accomplished by preventing any exchange of particles if the operation would cause either an overflow or underflow in any of the states involved in the collision.

Energy Exchanging Collisions

Energy exchanging collisions are performed just like the normal collisions described in the previous section, except that the two outgoing particles are at different energy levels than the two incoming particles. For subsonic flows there are only 3 energy levels: 0 (stopped), 1, and 2. In order to conserve energy, the only possible energy exchanging collisions occur with one pair consisting of two energy 1 particles while the other pair is comprised of an energy 2 particle and a stopped particle. What makes these collisions special is that these collisions do not happen at the full rate of normal collisions. Therefore, the class of energy exchanging collisions must only be allowed to occur at a specified rate. The rate is specified in two components, a forward and inverse rate. These rates can be specified as integers and implemented in the collision process as follows. ##EQU3## Where are R.sub.1.fwdarw.2 and R.sub.2.fwdarw.1 are rates that control the exchange of particles between states of different energy levels. The energy exchange collisions are structured such that two energy 1 particles (state i and j) are collided to produce an energy 2 particle and an energy 0 particle (states k and l), or vice versa. As with normal collisions, mass, momentum, and energy are always conserved. The determination of these rates is based on temperature.

The two rates, R.sub.1.fwdarw.2 and R.sub.2.fwdarw.1, that are used in the energy exchange collisions are calculated based on the temperature of the fluid. The temperature of the fluid, however, is not necessarily constant over the length of a simulation, especially for simulations involving heat transfer. These rates will have to be updated dynamically during the simulation to reflect changes in the local temperature.

The two rates above are not independently calculated. The only relevant information provided by the two rates is in their ratio. The overall Rate is the ratio: ##EQU4##

Where the Rate is calculated based from the temperature, T, as described below. ##EQU5##

Expanding the product terms out we get the following equation: ##EQU6##

The temperature range supported for subsonic flows is between 1/3 and 2/3. If the temperature, T, is less than 0.5 the Rate is less than 1 and is greater than 1 for temperatures above 0.5. From this Rate, the two energy rates can then be determined. However, the energy exchange rates have to be scaled within the allowable precision.

The same concerns regarding overflow and underflow conditions also apply to these collision operations. These conditions are possible with energy exchanging collisions and must also be prevented here as well.

Over-relaxation (Viscosity Reduction)

Referring to FIG. 3, the physical process simulation system performs collisions with viscosity reduction for each fluid voxel according to a procedure 120. Procedure 120 includes a collision stage (steps 122-134), in which the system performs normal collision operations for the voxel to place the voxel in the equilibrium (Boltzmann) state, and a viscosity reduction stage (steps 136-148), in which the system performs the viscosity reduction.

At the beginning of the collision stage, the system initializes a rule counter to a value of one (step 122). Next, the system determines which states of the state vector are affected by the rule corresponding to the rule counter, and, assuming that the rule affects four states, loads the identity of those states into variables i, j, k, and l (step 124). (Though the following discussion assumes that each rule affects exactly four states; the system accommodates rules affecting different number of states.) After loading i, j, k, and l, the system determines N.sub.Scatt, the number of particles scattered, as a function of N.sub.i, N.sub.j, N.sub.k, and N.sub.l using either the normal collision function or the energy exchanging collision function discussed above (step 126). The system then subtracts N.sub.Scatt from N.sub.i and N.sub.j and adds N.sub.Scatt (or 0 if the original change was omitted to avoid underflow or overflow) to N.sub.k and N.sub.l (step 128). As discussed above, the system does not perform the exchange of particles if the exchange would result in an underflow or overflow condition in any of the affected states. Next, the system stores N.sub.Scatt in an array entry (N.sub.Scatt [r]) corresponding to the value of the rule counter (r) (step 130), and increments the rule counter (step 132). If the incremented rule counter does not exceed the maximum number of rules (step 134), which is 276 in the preferred embodiment, the system loads values into i, j, k, and l based on the rule corresponding to the incremented rule counter (step 124) and continues with the collision stage as described above.

If the incremented rule counter exceeds the maximum number of rules (step 134), the system enters the viscosity reduction stage. First, the system reinitializes the rule counter to a value of one (step 136). Next, the system determines N.sub.VR, the number of particles scattered due to viscosity reduction, as:

N.sub.VR =.left brkt-bot.(.omega.-1)N.sub.Scatt [r]+noise.right brkt-bot.

where .omega. is the relaxation parameter, N.sub.Scatt [r] is the array entry corresponding to the rule counter, and "noise" is a random value between zero and one (step 138). Use of "noise" ensures that the truncation operation, which forces N.sub.VR to be an integer value, will not statistically bias N.sub.VR in a particular direction. After determining N.sub.VR, the system loads the identity of the states affected by the rule corresponding to the rule counter into variables i, j, k, and l (step 140). The system then subtracts N.sub.VR from N.sub.i and N.sub.j and adds N.sub.Scatt to N.sub.k and N.sub.l (step 142). A