Opengl fluid simulation tutorial

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Opengl fluid simulation tutorial

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Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Git stats 54 commits. Failed to load latest commit information. View code. We'll render the fluid using OpenGL. We'll implement a 2D fluid simulation first. We didn't do this at last but to implement step 4 directly If we have time, we'll implement a 3D fluid simulation as well.

We'll use Matching Cube algorithm to create the surface of the fluid.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. What techniques are used for the real-time simulation of fluids such as water, for example in videogames? In particular, I am looking for a project-idea for an unfortunately rather short physics project at Uni, so the simpler the better if there is any such thing as "simple" in fluid-simulations It's implemented in Bullet, PhysX, and Fluids :.

Fluids v. Learn more. Real-time fluid simulation techniques Ask Question. Asked 8 years, 11 months ago. Active 3 years, 2 months ago. Viewed 8k times. Ben Ben Try searching stackoverflow for questions involving "particle animation". See here: scholar. And for what it's worth, I don't mean the Google link facetiously - Google Scholar is exactly where I'd start with this sort of thing.

But yes, I've sometimes found that frustrating since leaving university - I'm very strongly of the opinion that all research journals should be open access.

The trouble is how you fund it, of course. Ben There are many similar questions on SO, so have a look. I have answered two that might help here and here. And see the "Related" questions in the sidebar for example.

Active Oldest Votes. Kenny Evitt 7, 5 5 gold badges 55 55 silver badges 75 75 bronze badges. Dmitry Sapelnikov Dmitry Sapelnikov 1, 6 6 silver badges 16 16 bronze badges. I updated my answer.

One thing to note about SPH which is also mentioned on the FLUIDS site is that it is very hard to get good parameters in practice, and you also need pretty small time steps.

2-D Linear Convection Fluid Simulation (C/OpenGL)

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Email Required, but never shown. The Overflow Blog.Both of these difference come with problems. This tutorial will present ONE way to solve them; there are many other possibilities. Then you will draw the second billboard, and it will be the same. The difference comes when rendering. Bue something is missing here. This is done with glVertexAttribDivisor. As you can see, instancing is very versatile, because you can pass any integer as the AttribDivisor.

opengl fluid simulation tutorial

For instance, with glVertexAttribDivisor 2, 10each 10 subsequent instances will have the same color. The point is that now, we only have to update a small buffer each frame the center of the particles and not a huge mesh. This is a x4 bandwidth gain! On the contrary to most other objects in the scene, particles die and born at a very high rate. Now, we need a way to create new ones. This function searches linearly in ParticlesContainer, which should be an horrible idea, except that it starts at the last known place, so this function usually returns immediately :.

See the code for details, but you can do pretty much anything here. The only interesting bit is, how many particles should we generate each frame?

So we will iterate on each particle, check if it is alive, if it must die, and if everything is allright, add some gravity, and finally copy it in a GPU-specific buffer. As explained in Tutorial 10you need to sort semi-transparent objects from back to front for the blending to be correct. Now, std::sort needs a function that can tell whether a Particle must be put before or after another Particle in the container.

Send the age of each particle along with the position, and in the shaders, compute the UVs like we did for the 2D font tutorial.

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A texture atlas looks like this :. If you need more than one particle system, you have two options : either use a single ParticleContainer, or one per system. If you have a single container for ALL particles, then you will be able to sort them perfectly. If you have one container per particle system, on the other hand, particles will only be sorted inside these containers : if two particle sytems overlap, artefacts will start to appear.

opengl fluid simulation tutorial

Depending on your application, this might not be a problem. Of course, you can also use some kind of hybrid system with several particle systems, each with a small and manageable atlas. A common technique to solve this is to test if the currently-drawn fragment is near the Z-Buffer. If so, the fragment is faded out. You need to render your scene in a render target. Alternatively, you can copy the Z-Buffer from one framebuffer to another with glBlitFramebuffer.

One of the most limiting factor in modern GPUs is fillrate : the amount of fragments pixels it can write in the Amongst all the fragments that are written, many are completely useless : these on the border. In particular, particles could rebound on the ground.

You could simply launch a raycast for each particle, between the current position and the future one; we learnt to do this in the Picking tutorials. Depending on your application, you can either approximate your geometry with a set of planes and do the raycast on these planes only; Or, you can use real raycast, but cache the results and approximate nearby collisions with the cache or, you can do both.

A completely different technique is to use the existing Z-Buffer as a very rough approximation of the visible geometry, and collide particles on this. Particles are very similar to 3D billboards. There are two major differences, though : there is usually a LOT of them they move the appear and die. Particles, lots of them!Introduction To Physical Simulations.

If you are familiar to physics and want to start implementing code of physical simulations, this tutorial could help you. In order to benefit from this tutorial you should be familiar to vectoral operations in 3D as well as physical concepts such as force and velocity.

In this tutorial you will find a very simple physical simulation engine. Contents of the tutorial is as follows:. The Design:. Design of physical simulation engines is not always simple. But there is a simple order of dependency; application depends on simulation toolkit and the simulation toolkit depends on math libraries. Here, we will make use of this simple order.

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Our purpose is to obtain a container to simulate motion of masses. The simulation toolkit will include an object "class Mass" and an object "class Simulation". When we obtain the Simulation class, we will be able to develop applications. But before that, we need a math library. The library includes only one class "class Vector3D". Vector3D class will be used to represent points, vectors, position, velocity, and force in 3 dimensional space. Vector3D class is the only member of our modest math library.

Vector3D holds x, y, and z values and it implements operators for vector arithmetics in 3D. Addition, subtraction, multiplication, and division operators are coded in Vector3D.

Particles / Instancing

Since this tutorial focuses on physics, I will not go into details of Vector3D. If you have a look at Physics1. Force And Motion:. For implementing physical simulations, we should know what a mass is. A mass has a position and a velocity. A mass has weight on Earth, Moon, Mars, and at any place where gravitation exists. Weight is different on different gravitations of different places.

But there is one common value for a mass, which is the same in all conditions. This value is also called mass. Mass value of a mass! Mass value represents "how much a mass exists in space"!Here is an OpenGL 3D simulation that looks like liquid nitrogen flowing out of a container. That was a 2D simulation - the latest project is a 3D fluid simulation.

You can see the result in the video below but the important point is that the code that produces the video runs at rates that are fast enough to be interactive on a GeForce GTS - which is not a top of the range GPU card. Of course the attraction of this demo is that you can download the code and try it out. You need first to download CMake from:. Run the installer and, for an easy life let it modify the Path so that you can run cmake from anywhere. Unzip the download and in the unzip directory create a new folder called Build.

Then type:. When the make is complete you can then load the project specified by Fluid3D. When you see the project in Visual Studio set Fluid3D to be the startup project and run to look at and play with the code. I have to add that my previously very satisfactory graphics card only managed to run the simulation at around 1 or 2 frames per second which made it almost non-interactive.

If nothing else this is a good test of a graphics card - time for an upgrade in my case. GPU brings molecular modeling to the desktop. EC2 GPU cracks passwords on the cheap. Amazon extends options for high performance cloud computing. Custom Bitmap Effects - Getting started. Silverlight Bitmap Effects. Introducing a free, self-paced, quick and official course, one of of Oracle's Dev Gym quizzes, about the concepts and syntax behind SQL's Analytic functions.

Then type: cmake.Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern core-profile OpenGL.

The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understand fashion with clear examples, while also providing a useful reference for later studies. Throughout the internet there are thousands of documents, books, and resources on learning OpenGL, however, most of these resources are only focused on OpenGL's immediate mode commonly referred to as the old OpenGLare incomplete, lack proper documentation, or are not suited for your learning preferences.

Therefore, my aim is to provide a platform that is both complete and easy to understand. If you enjoy reading content that provides step-by-step instructions, clear examples, and that won't throw you in the deep with millions of details, this book is probably for you.

The chapters aim to be understandable for people without any graphics programming experience, but are still interesting to read for the more experienced users.

We also discuss practical concepts that, with some added creativity, could turn your ideas into real 3D applications.

opengl fluid simulation tutorial

If all of the previous sounds like someone that could be you, then by all means, please continue. The focus of these chapters are on Modern OpenGL.

Learning and using modern OpenGL requires a strong knowledge of graphics programming and how OpenGL operates under the hood to really get the best of your experience. So we will start by discussing core graphics aspects, how OpenGL actually draws pixels to your screen, and how we can leverage that knowledge to create some funky looking effects. On top of the core knowledge we will discuss many useful techniques that you can use for your applications, like: traversing a scene, create beautiful lighting, load custom-made objects from a modelling program, do cool post-processing techniques, and much more.

We also feature a walkthrough series where we actually create a small game based on our obtained OpenGL knowledge, so you will really get a feel of what it's like to actually do graphics programming. Learn OpenGL is free, and will always be free, for anyone who wants to start with graphics programming. All content is available here at the menu to your left. Simply hit the Introduction button and you're ready to start your journey! The content has been thoroughly revised, numerous times, over the course of 7 years to have finally been aggeragted into a physical copy available for print.

There's been a lot of work put into the physical copy, treating it as the first-class citizen it is. Both the book and website are equals, their content is the same. As everything is freely available online, getting the physical copy supports me as an author; and let's not forget that certain charm of printed paper. I've revised the source files for the physical print edition and cleaned them up to be available for online reading as well, for those that prefer its content in a singular PDF format.

Use this format if you'd like to read during travel, write notes, or print it out yourself. In similar style to the website, this version is, and will always be, freely available. If you're running AdBlock, please consider whitelisting this site if you'd like to support LearnOpenGL; and no worries, I won't be mad if you don't :.

So why read these chapters? What will you learn? Where to start Learn OpenGL is free, and will always be free, for anyone who wants to start with graphics programming. Learn OpenGL - print edition The content has been thoroughly revised, numerous times, over the course of 7 years to have finally been aggeragted into a physical copy available for print.

Learn OpenGL - online print edition - PDF I've revised the source files for the physical print edition and cleaned them up to be available for online reading as well, for those that prefer its content in a singular PDF format.In the spring and summer ofI wrote my Master's thesis on high-performance real-time 3D fluid simulation and volumetric rendering. The basics of the fluid simulation that I used are straightforward, but I had a very difficult time understanding it.

The available reference materials were all very good, but they were a bit too physics-y and math-y for me. 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.

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. Think of a fluid as a collection of boxes or cells. Each box has various properties, like velocity and density. These boxes interact with their neighbors, affecting their velocity and density.

A real-world fluid can be seen as having a huge number of absolutely miniscule boxes, all interacting with their neighbors a zillion times a second. Of course, a real computer can't handle a zillion interactions per second, nor can it handle a zillion little boxes, so we have to compromise.

We'll break the fluid up into a reasonable number of boxes and try to do several interactions per second. To make things simpler, we're only going to examine incompressible fluid. Air is an example of a compressible fluid; you squish it and it gets smaller. Water is an example of an incompressible fluid; you squish it and it pushes back, and doesn't get any smaller. Incompressible fluids are simpler to simulate because their density and pressure is always constant. Of course, moving water is really boring if there's nothing in it, because you can't see it moving!

So we'll add some dye so we can actually see it moving around. The water is equally dense everywhere, but some of it has more dye than others, and this variation lets us see things moving.

So remember, whenever I'm talking about "density", I'm actually talking about the density of the dyenot the density of the fluid.

Introduction to Physical Simulations

This took me about six months to figure out, that's why I'm so insistent. Data Structures These boxes will be represented as several 3D arrays.

Of course, since C hates multidimensional arrays, we'll use 1D arrays and fake the extra two dimensions. We're going to need its size this code only handles perfect cubes which have the same length on each sizethe length of the timestep, the amount of diffusion how fast stuff spreads out in the fluidand the viscosity how thick the fluid is. We also need a density array and three velocity arrays, one for x, y, and z.

We also need scratch space for each array so that we can keep old values around while we compute the new ones. Putting all of this together, we get our fluid cube structure. This happens even if the water and sauce are both perfectly still.


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