fluid simulation

Fluid Simulation for Video Games (part 3)

Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • Intel® Integrated Native Developer Experience (INDE)
  • GameCodeSample
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Fluid Simulation for Video Games (part 2)

    Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • Intel® Integrated Native Developer Experience (INDE)
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • Fluid Simulation for Video Games (part 1)

    Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
  • Developers
  • Game Development
  • Intel® Threading Building Blocks
  • Intel® Integrated Native Developer Experience (INDE)
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • Game Development
  • Graphics
  • A Performance Optimization Study for the DreamWorks Animation Fluid Solver

    While there are a variety of methods used to simulate fluid motion, most of them involve algorithms that are computationally intensive and run sequentially over a number of frames to produce an animated result. For this reason the performance of a given algorithm, in addition to its visual characteristics, is a critical factor in how useful the algorithm may be as an artistic tool.
  • animation
  • visual computing
  • fluid simulation
  • dreamworks
  • Graphics
  • Ocean Fog using Direct3D* 10

    Introduction

    The purpose of this project was to investigate how we could effectively render a realistic Ocean scene on differing graphics solutions while trying to provide good, current, working class set of data to the graphics community.

    Given the complexities involved with rendering an Ocean as well as fog effects we chose to use a projected grid concept as our baseline to start with (as it was very realistic).

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  • Microsoft DirectX*
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  • fluid simulation
  • perlin fog
  • Game Development
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