Fluid Simulation for Video Games, part 3
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Vortex Particle Fluid Simulation
This article, the third in a series, presents a fluid simulation implemented in C++ that runs in real time using modest and commonly available computer hardware. The first article summarized fluid dynamics; the second surveyed fluid simulation techniques.
The simulation presented here uses vortex particles, called vortons by Novikov (1983), to represent the flow field and solves for velocity at each time. This tactic of using vortons preserves vorticity without obvious sources of diffusion, which allows the simulation to retain fine-scaled details. In contrast, other fluid simulation techniques that use primitive variables (velocity and pressure) or grids numerically diffuse vorticity, so the flow tends to look thick and syrupy. When you see the results of this simulation, you w