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Fluid Simulation for Video Games, part 6
4.0
Differential Velocity Solvers This article, the sixth in a series, describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles. The first article summarized fluid dynamics; the second surveyed fluid simulation techniques; and the third and fourth presented a vortex-particle fluid simulation with two-way fluid-body interactions that runs in real time. The fifth article demonstrated how to obtain and use CPU usage profiling data to optimize and further parallelize the code so that it ran faster. This article describes a differential technique for solving velocity from vorticity and contrasts its results and performance with the integral treecode technique presented in Part 3. The Poisson solver presented in this article runs faster than the tree
mijagourlay
2016-08-23
0
1
Fluid Simulation for Video Games, part 3
no vote
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
mijagourlay
2016-08-23
0
1
Fluid Simulation for Video Games, part 5
no vote
Performance analysis and optimization
mijagourlay
2016-08-23
1
1
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