Fluid simulation for computer graphics

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Fluid simulation using particles involves complex calculations to model the behavior of fluids. The key equations typically include the Navier-Stokes equations, which describe fluid motion, and the particle update methods that determine how particles move over time based on forces acting on them. The computational intensity of these simulations can be significant, especially when calculating each time step, as the interactions between particles must be considered.For a grid size of 100 x 100 x 10, performance on an average computer can vary depending on the specific implementation and optimizations used. Simulations without external geometry are generally less demanding, and techniques like the Marching Cubes algorithm can be useful for visualizing fluid surfaces in such cases. Resources and demos available online can provide practical insights into implementing these simulations in environments like Blender, especially for those familiar with Python. The choice of simulation type—whether simple fluid-like behavior or more complex interactions with dynamic geometry—will greatly influence the computational requirements and methods used.
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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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