Karl Fredrickson made more accurate Fluids demo.
Simulation is based on the "stable fluids" method of Stam [1,2]. For simplicity the application does not perform diffusion, but the used Advection algorithm causes it to diffuse anyway (due to bilinear interpolation of the 4 closest texels). 512×512 staggered grid is used (see Fig.1). (ux , uy , T, p ) are stored in RGBA textures with periodic boundaries. |
[1] Jos Stam
Real-Time
Fluid Dynamics for Games and
Stable
Fluids
[2] Mark J. Harris
Fast Fluid Dynamics Simulation on the GPU
GPU Gems:
Chapter 38