Fluids3D
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a real-time 3d fluid simulation with visualization
3D Real-Time Fluid Simulation
This project contains a 3D grid-based real-time fluid simulation with marker particles in a hybrid pic-flip blend with a particle and a marching cubes fluid visualization.
For more detail take a look at my paper.
Install
The following include and library dependencies need to be included in the project:
Usage
In the live-demo you're able to use the following input commands:
Hotkey | Action |
---|---|
e | Zoom In |
q | Zoom Out |
w | Move Screen Up |
s | Move Screen Down |
a | Move Screen Left |
d | Move Screen Right |
space | Pause/Resume Simulation |
n | Jump to Next Sim Step |
m | De-/Active Gravity Orientation Update |
o | + Rotation Z-Axis |
l | - Rotation Z-Axis |
right | + Rotation Y-Axis |
left | - Rotation Y-Axis |
up | + Rotation X-Axis |
down | - Rotation X-Axis |
Furthermore you're able to do an arcball rotation with mouse dragging.
Configurations
You're able to change the following parameters to tweak the simulation behavior in code:
Inside FluidSim3dMain.cpp
Size of the grid-cells in meters
const float GRID_CELL_WIDTH = ...
Simulation time step, which is also the duration each frame is displayed
const float TIME_STEP = ...
Initial geometry file, explaination about the file-format later
const std::string INITIAL_GEOMETRY_FILE_IN = ...
Inside FluidSolver3d.h
Number of particles that will initially spawn in each fluid cell
const int PARTICLES_PER_CELL = ...
Acceleration due to gravitation in m/s^2
const float GRAVITY = ...
Density of the fluid in kg/m^3
const float FLUID_DENSITY = ...
A surface-threshold constant in Pa (N*m) used for interpolation in marching cubes
const float SURFACE_THRESHOLD = ...
Initial Geometry File Format
As mentioned above you're able to use own geometries containing solid-, fluid- or empty grid points. The file has to formated in a special way explained in the following example:
3 //number of solid grid points around the scene as a border
3 //number of empty z-layers (just containing air) in the front of the scene
3 //number of empty z-layers in the back of the scene
16 //number of scene repetitions in z-layers
//next line two dimensional scene that gets repeated f=fluid, a=empty(air), s=solid
aaaaaaaaaaaaaaaaaaa
//... as many lines as you want your grid to be high
fffffffffaaaaaaaaaa
This example generates a 25x25x25 grid. Please leave out all the comments in your file.
Authors
- Alex Sommer - Initial work
License
This project is licensed under the MIT License.
Acknowledgments
- Using methods found in Robert Bridson's "Fluid Simulation for Computer Graphics"