We present a Satisfiability (SAT)-based approach for building Mixed Covering Arrays with Constraints of minimum length, referred to as the Covering Array Number problem. This problem is central in Combinatorial Testing for the detection of system failures. In particular, we show how to apply Maximum Satisfiability (MaxSAT) technology by describing efficient encodings for different classes of complete and incomplete MaxSAT solvers to compute optimal and suboptimal solutions, respectively. Similarly, we show how to solve through MaxSAT technology a closely related problem, the Tuple Number problem, which we extend to incorporate constraints. For this problem, we additionally provide a new MaxSAT-based incomplete algorithm. The extensive experimental evaluation we carry out on the available Mixed Covering Arrays with Constraints benchmarks and the comparison with state-of-the-art tools confirm the good performance of our approaches.
Abstract. We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.
We introduce a hybrid approach for the simulation of fluids based in the Lattice Boltzmann Method for Shallow Waters and particle systems. Our modified LBM Shallow Waters can handle arbitrary underlying terrain and arbitrary fluid depth. It also introduces a novel and simplified method of tracking dry-wet regions. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle, as breaking waves, are detected and automatically turned into splash particles. Albeit we use a simple ballistic particle system, our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, yet dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on commodity hardware.
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