![]() ![]() If you want a more in-depth look at what's going on, that's the place to go. The simulation code and ideas that I'm going to present are based on Jos Stam's paper Real-Time Fluid Dynamics for Games. With that goal in mind, I'm going to show you how to do simple 3D fluid simulation, step-by-step, with as much emphasis on the actual programming as possible. Unable to find something geared towards somebody of my mindset, I'd like to write the page I wish I'd had a year ago. The available reference materials were all very good, but they were a bit too physics-y and math-y for me. The basics of the fluid simulation that I used are straightforward, but I had a very difficult time understanding it. In the spring and summer of 2005, I wrote my Master's thesis on high-performance real-time 3D fluid simulation and volumetric rendering.
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