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SPH Fluid Simulation

Introduction

This code was written for the semester project of the Physically Based Simulation course in 2015 at ETHZ. The goal was to implement a basic SPH fluid simulator in C++11. Ideas for the implementation are taken from the following papers:

Features

The following features have been implemented:

  • Interactive GUI with basic OpenGL visualization
  • JSON based scene description
  • Wavefront OBJ support
  • Index-sorted uniform grid for neighbour search
  • WCSPH [1] and PCISPH [2] solvers
  • PCISPH with adaptive time-stepping [3]
  • Boundaries using boundary particles [3], [4]
    • Create boundary particles for boxes, spheres and arbitrary meshes
  • Surface tension forces [5]
  • Fluid mesh generation using marching cubes
    • Isotropic kernel
    • Anisotropic kernel (only works partially yet) [6]
  • Cache system to cache particles and meshes
  • Render application using either OpenGL visualization or SmallLuxGPU4

Results

Tsunami Demo

a few other videos are here:

Installation

The code was tested only on OSX and Linux, but should be easy to get to work on Windows as well. To compile the project on OSX/Linux use the following procedure:

git clone --recursive https://github.com/westlicht/pbsproject.git
cd pbsproject
mkdir build
cd build
cmake ..
make -j8

Now you can start the viewer using:

./viewer ../scenes/bowl.json

Third Party Code

Part of the framework was derived from the Nori codebase written by Wenzel Jakob. In addition, the following libraries have been used: