Posts Tagged ‘navier-stokes’

DirectCompute Fluid Simulation




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5 comments - What do you think?  Posted by JeGX - December 29, 2009 at 10:36 am

Categories: GPU Computing, Game Development, Microsoft DirectX, Programming   Tags: , , , , ,

Wavelet Turbulence for Fluid Simulation

Appearing in SIGGRAPH 2008.

We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.

Links:
- Whitepaper – PDF
- Video

Thanks to tho for sending us the new.

Be the first to comment - What do you think?  Posted by JeGX - May 23, 2008 at 3:39 pm

Categories: Programming   Tags: , ,