Fluid simulation entails computing flow velocity everywhere in the fluid domain. This article describes how to improve fidelity while reducing computational cost by combining techniques described in earlier articles in this series.
This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
This is a series on fluid simulation for video games. This article explains how to integrate a fluid simulation into a typical particle system and introduces motion resulting from arbitrary external affectors (such as wind and forces).
This is a series on fluid simulation for video games. This article explains how a vortex-based fluid simulation handles variable density in a fluid. The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises.
This is a series on fluid simulation for games. This article describes how to approximate buoyant & gravitational forces on a body immersed in a varying density fluid. Bodies immersed within the fluid float or sink depending on mass of fluid displaced.
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