-
Notifications
You must be signed in to change notification settings - Fork 83
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Terrain blanking informed by ocean waves #1369
base: main
Are you sure you want to change the base?
Conversation
2587b10
to
8b4090a
Compare
Working for the waves2amr pathway, i.e. using wave modes from HOS-Ocean. Getting the right velocity inside the waves requires the bug fix #1372 (already included). |
Will be meeting with Harish to hash out the question marks on the surface + turbulence modeling sides. |
After discussing with Harish, we concluded that this PR is mostly there. The main thing that remains is adapting the wall-model forcing term (applied to cells flagged as "drag" cells). We may consult Manuel Ayala's work for this. Other possible concerns are the magnitude of the Cd term (applied to cells flagged as "blanked" cells) - too low may mean that the velocity within the waves doesn't change fast enough, and too high may mean stability issues - and overlap of waves and sponge forcing near outlets - may need to smooth waves at inflow or outflow. But these concerns have to do with robustness rather than accuracy. Other design choices: for now, we are assuming the ocean surface has a uniform temperature in a single simulation. If the simulations get bigger, we may need to change that. We are also assuming a uniform roughness over the waves (z0). This parameter represents the underresolved waves, not the resolved ones that are modeled as terrain. |
Summary
Leveraging the combination of the IB forcing method for terrain with the wave profiles used in a numerical wave tank setting.
Pull request type
Please check the type of change introduced:
Checklist
The following is included:
This PR was tested by running: