Real-Time Particle-Based Fluid Simulation

Overview

Rendering realistic moving water is one of the key techniques that immerse the viewers into interactive graphics world including computer games. Physical simulations based on computational fluid dynamics (CFD) is useful for rendering the realistic behaviour of water. However, real-time fluid rendering has been one of the challenging tasks because of high computational cost of CFD. This research shows the fast implementation of the simulation based on Smoothed Particle Hydrodynamics.

The demo binary shows it can handle 2000 particles at about 30 fps on Pentium 4 2.8GHz. And you can interact with the fluids by dragging.

Screenshots


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Last Update:2005/11/23

System Requirements

FAQ

Acknowledgement

The cubemap texture included in the demo is credited to Peter Murphy. Thank you, Paul Bourke!

References

Link



Takashi AMADA, mail: morph {at} bk.iij4u.or.jp