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2D fluid simulation
This is the final project I made for the Physics-based animation class during my school. The code is placed here.
I have implemented a 2D stable fluid method using OpenGl based on the NVIDIA article and this paper.
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I'll omit the detailed explanation since there is a detailed theory explanation on the NVIDIA article.
However, if I simply explained it, this program is to simulate Naiver-Stokes Equation in continuous small-time (I know this sounds dumb, but I don't really know how to explain this otherwise XD)
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Advection
Pressure
Diffusion
External Forces
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There are 4 terms in this equation, Advection, Pressure, Diffusion, and External Forces. For each iteration, I stored those states as textures, and update the final picture based on the textures every frame. Below the transition of textures in 1 frame (I skipped the diffusion part for my implementation since it looks more natural to me)
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Add external force
Current frame
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Velocity map
Calculate divergence based on velocity
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Divergence map
Calculate pressure
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Pressuer map
Update velocity map based on pressure map
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Updated velocity map
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Next frame
This project was easier than I expected even though I knew nothing about physics and mathematics required for this simulation. I would like to challenge 3D fluid simulation using volumetric rendering next time :)
References:
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1. https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
2. https://developer.nvidia.com/sites/all/modules/custom/gpugems/books/GPUGems/gpugems_ch38.html
3. https://note.com/unshift/n/nceb8d05620d9
4. http://el-ement.com/blog/2015/03/16/gpu-fluid/
5. http://blog.livedoor.jp/toropippi/archives/52986.html
6. https://hipwallpaper.com/super-sonico-backgrounds/
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