Bioinspired Swimming Simulations
Résumé
We present a method to simulate the flow past bioinspired swimmers starting from pictures of an actual fish. The overall approach requires i) a skeleton graph generation to get a level-set function from pictures; ii) optimal transportation to obtain the velocity on the body surface; iii) flow simulations realized thanks to a cartesian method based on penalization. We illustrate this paradigm by simulating the swimming of a mackerel fish.
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