Fluid simulation for computer graphics

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SUMMARY

Fluid simulation in computer graphics can be effectively achieved using particle-based methods. Key equations include the Navier-Stokes equations for fluid dynamics, which govern the motion of fluid substances. Updating particle positions typically involves numerical integration techniques. Simulating a grid of 100 x 100 x 10 particles is computationally intensive, but feasible on average computers, especially when leveraging tools like Blender for implementation.

PREREQUISITES
  • Understanding of Navier-Stokes equations
  • Familiarity with particle systems in computer graphics
  • Knowledge of numerical integration techniques
  • Basic proficiency in Python for scripting in Blender
NEXT STEPS
  • Research the Marching Cubes algorithm for fluid-like simulations
  • Explore OpenGL and DirectX demos for particle-based fluid simulations
  • Learn about numerical methods for solving differential equations
  • Investigate optimization techniques for real-time fluid simulation
USEFUL FOR

Computer graphics developers, game designers, and anyone interested in implementing fluid simulations in visual applications.

redredred
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Can someone explain to me how fluids are simulated using particles? What equations to solve? How to update the particle positions? How awfully computer intensive is the algorithm? Can a simulation using a 100 * 100 * 10 grid run okay on the average computer?

The more I read the more I realize how much is needed to calculate just ONE STEP in time.
 
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I can't help, but Blender might be a good place to start, if you can read Python.
 
redredred said:
Can someone explain to me how fluids are simulated using particles? What equations to solve? How to update the particle positions? How awfully computer intensive is the algorithm? Can a simulation using a 100 * 100 * 10 grid run okay on the average computer?

The more I read the more I realize how much is needed to calculate just ONE STEP in time.

What kind of simulation are you after?

Are you looking at simulating "fluid-like" simulations that don't collide with any external geometry, or are you looking at doing a type of simulation of fluids in something like say a tank with dynamic geometry included?

Maybe you should get started by reading about the Marching Cubes algorithm for the first case. There are plenty of demos on the internet for OpenGL and DirectX that show this (and have complete source code).

If you want to do something with less constraints, then that is another issue.
 

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