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Fluid Simulation Using Implicit Particles

References

Main Files

  • Main.cpp
  • MacGrid.cpp
  • Reconstruction.cpp

Overview

  • Initial fluid/solid positions are defined based on input trimeshes
  • Within the simulation loop:
    • A buffer zone is created surrounding the fluid
    • Velocity field updated based on particle velocities
    • Velocity field updated based on external forces (gravity)
    • Velocity field into and out of solids is set to 0
    • Divergence is removed from the velocity field
    • Particle positions are updated based on velocity field
    • Particle positions are output at regular intervals
  • Within the reconstruction pipeline:
    • Particle positions are converted to signed distance fields
    • Marching cubes is used to produce a trimesh
    • The trimeshes are renedered in Blender

Extensions

  • Adding additional fluid to simulation by adding fluid source or turning solids into fluids
  • Adding foam particles to simulation when cell curl above given value