Real-time Eulerian fluid simulation on a Macbook Air, using GPU shaders

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In order to implement fluid simulation we need to implement conservation of mass, incompressibility, and conservation of momentum. How to do this, using Eulerian cell representation, on GPU shaders?

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That was one of the best explanations for advection I've seen online! Especially the pushing bubbles out of a phone screen protector analogy.

Kevin-jzbg
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videos like these are what internet was made for

canterter
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I understood none of this yet I was glued to it all the way through

EstanBulLoFre
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very good video. i'm glad you showed or mentioned what approaches didn't work

Cmanorange
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Hugh, the standard first book on PDE is Walter Strauss's book. If you want to try questions on me I'm happy to help out.

samaltschul
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Looking at these arrows, I realized that this is an ideal simulation of electromagnetic waves.

anonsd
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love the experimental feel to how you moved forward itteration by itteration,

jonsonj
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Great work, I can't wait to see your next simulations!

hyperFixationStudios
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loved the video! feels like discovering sebastian lagues yt channel all over again :)

anonymouscommentator
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This is so cool, and you did a great job with the video editing! I hope you make more videos like this!

justinsciullo
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I had no idea what you were talking about most of the time but the video was still insanely enjoyable! Your voice and music choice makes it even better, love it!

Grimmet
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first thing I thought about when I clicked on this video is about The Powder Toy which is a pixel based particle simulator game which actually has that exact same type of fluid simulation for simulating air in the game

SpeedyGwen
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This is an amazing explanation of CFD, thank you!

teddy
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me: 50 frames per second that’s pretty bad performance
RL: *”on my MacBook Air”*

thats CRAZY

qfurgie
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Dawg go grt your Masters, this could be a Masters level project

xw
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After the earth, sun and black holes could you also simulate my room too hahahah Great video and a very cool idea! Keep up the great work

darko.v
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Would it be possible to create a more complex velocity map by uploading an image, and only looking at hue and brightness, ignoring saturation? Obviously colors approaching white could be a problem, but you could remedy this by thresholding saturation and then treating anything below the threshold as a non-fluid/wall if the brightness is high enough that it would otherwise have a velocity

iamsushi
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This guy's gonna love learning about the weak fem form for the constitutive eularian fluid equations

antonhengst
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Can't believe I watched entire video about coding and didn't get bored

mikhailhumphries
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I wish the very best on YouTube, I am so glad I discovered your channel. Keep up the good work !

santiagobirkenstock