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> Projects and Ideas > Physically Based Fluid Effect
Experimenting with the Navier Stokes Equations to visualize fluids. Just uploaded a video of some early results:
"Physically Based Fluid Effect" https://youtu.be/HGWMK2RYWoM
Fluid is slightly viscous and features vorticity confinement.
The orchestration of the compute shaders is done 100% with fasmg making calls to Vulkan. The calculations are mostly done in Vulkan's Compute Shaders unfortunately, but I have a plan to switch to something better, more fasm-like (SPIR-V).
There are 6 shaders: Advection, Divergence, Jacobi Integration, Projection, Torques, and visualization.
The fluid test is currently very tightly tied to a bigger project, would not be useful to share in its entirety as is. Can speak to how any specific sections work though and probably share snippets if desired.
Also did the music in the video as an improv, more to come. Next steps are numerous, but include working with gravity, differentiating between specific kinds of fluids, improving lighting and detail, including buoyancy etc.
J. Stam. Stable Fluids. August 1999
M. Harris. Fast Fluid Dynamis Simulation on the GPU. 2004
K. Crane, et al. Real-Time Simulation and Rendering of 3D Fluids. 2007
R. Fedkiw, et al. Visual Simulation of Smoke. 2001
A. Selle, et al. A Vortex Particle Method for Smoke, Water and Explosions. 2005
J. Steinhof. Modification of the Euler equations for "vorticity confinement":
Application to the computation of interacting vortex rings. 1994
|29 Mar 2022, 05:29||
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