TY - JOUR
T1 - Simulation of nearshore tsunami breaking by smoothed particle hydrodynamics method
AU - Wei, Zhangping
AU - Dalrymple, Robert A.
AU - Rustico, Eugenio
AU - Hérault, Alexis
AU - Bilotta, Giuseppe
PY - 2016/7/1
Y1 - 2016/7/1
N2 - This study applies the numerical model GPUSPH, an implementation of the weakly compressible smoothed particle hydrodynamics (SPH) method on graphics processing units, to simulate nearshore tsunami processes. Two sets of laboratory experiments that involve violent wave breaking are simulated by the three-dimensional numerical model. The first set of experiments addresses tsunamilike solitary wave breaking on and overtopping an impermeable seawall. Comparison with free-surface profiles and laboratory images shows that GPUSPH satisfactorily reproduces the complicated wave processes involving wave plunging, collapsing, splash-up, and overtopping. The other set of experiments investigates tsunamilike solitary wave breaking and inundation over shallow water reefs. The performance of GPUSPH is evaluated by comparing its results with (1) experimental data including free-surface measurements and cross-shore velocity profiles, and (2) published numerical results obtained in two mesh-based wave models: the nonhydrostatic wave model CCHE2D and the Boussinesq-type wave model FUNWAVE. The capability of GPUSPH to simulate nonlinear wave phenomena, such as wave shoaling, reflection, and refraction, is confirmed by comparing the wave field predicted by CCHE2D. Although all three models correctly simulate the solitary wave propagation offshore and the bore due to the broken wave run-up nearshore, GPUSPH outperforms CCHE2D and FUNWAVE in terms of resolving wave plunging and collapsing. The conducted two case studies show that the meshless SPH method is reliable for predicting tsunami breaking in the nearshore zone.
AB - This study applies the numerical model GPUSPH, an implementation of the weakly compressible smoothed particle hydrodynamics (SPH) method on graphics processing units, to simulate nearshore tsunami processes. Two sets of laboratory experiments that involve violent wave breaking are simulated by the three-dimensional numerical model. The first set of experiments addresses tsunamilike solitary wave breaking on and overtopping an impermeable seawall. Comparison with free-surface profiles and laboratory images shows that GPUSPH satisfactorily reproduces the complicated wave processes involving wave plunging, collapsing, splash-up, and overtopping. The other set of experiments investigates tsunamilike solitary wave breaking and inundation over shallow water reefs. The performance of GPUSPH is evaluated by comparing its results with (1) experimental data including free-surface measurements and cross-shore velocity profiles, and (2) published numerical results obtained in two mesh-based wave models: the nonhydrostatic wave model CCHE2D and the Boussinesq-type wave model FUNWAVE. The capability of GPUSPH to simulate nonlinear wave phenomena, such as wave shoaling, reflection, and refraction, is confirmed by comparing the wave field predicted by CCHE2D. Although all three models correctly simulate the solitary wave propagation offshore and the bore due to the broken wave run-up nearshore, GPUSPH outperforms CCHE2D and FUNWAVE in terms of resolving wave plunging and collapsing. The conducted two case studies show that the meshless SPH method is reliable for predicting tsunami breaking in the nearshore zone.
KW - GPUSPH
KW - Nearshore zone
KW - Smoothed particle hydrodynamics
KW - Solitary wave
KW - Tsunamis
KW - Wave breaking
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U2 - 10.1061/(ASCE)WW.1943-5460.0000334
DO - 10.1061/(ASCE)WW.1943-5460.0000334
M3 - Article
AN - SCOPUS:84974782999
VL - 142
JO - Journal of Waterway, Port, Coastal and Ocean Engineering
JF - Journal of Waterway, Port, Coastal and Ocean Engineering
SN - 0733-950X
IS - 4
M1 - 05016001
ER -