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Implementation of Macklin, Miles, and Matthias Müller. "Position based fluids.". Visual Studio 2015 + CUDA 8.0

License: MIT License

GLSL 1.18% Cuda 30.40% C++ 67.68% C 0.74%
cuda fluid-simulation cpp11 computer-graphics gpu opengl

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pbfvs's Issues

Refactor the code

  • GPU side implementation is messy, so is the code in unittests.
  • A lot of the code should be shared between CPU/GPU. Kernel functions, random floating point number generations (Done)
  • Have a consistent name for the spatial hash
  • Encapsulate GLShader and GLProgram into a separate class because soon we will need multiple GLPrograms for fluid rendering.

Wave simulation

我想问一下,我大概跑了一下这个项目,好像是炒兔模拟器,并不是md文件动图的流体仿真

Support heterogeneous world size, also support dynamic world bounding box.

  • World size could be different in each dimension (Done)
  • Support for the dynamic world bounding box, where we could see the effect of the fluid being pushed by a board. This will also result in a more generic way to impulse boundary constraint. (Done)
  • Update render to properly render the boundaries.

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