top of page

Fluid Simulation and Rendering

Usage: The fluid simulation grabs the terrain texture specified and applies the heightmap changes to a specified material, particles stream based on the velocities registered on the velocity texture

TODO Particle waves and smoothing Add foam based on flow map and divergence of the fluid

Acknowledgments:

Project was inspired by : https://80.lv/articles/river-editor-water-simulation-in-real-time/
this whole project is an effort to recreate this.

For all raymarching raymarching related: https://iquilezles.org/

Water scattering: https://www.alanzucconi.com/2017/10/10/atmospheric-scattering-1/

CPU implementation and starting point: https://forum.unity.com/threads/fluid-simulation-tests.311908/

https://developer.nvidia.com/gpugems/gpugems2/part-vi-simulation-and-numerical-algorithms/chapter-47-flow-simulation-complex

Wave Particles: http://www.cemyuksel.com/research/waveparticles/

Lattice JavaScript implementation, visualization was referenced from here https://physics.weber.edu/schroeder/fluids/

https://archive.org/details/GDC2008Fischer https://visualcomputing.ist.ac.at/publications/2018/WSW/

bottom of page