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  • Fluid Simulation for Video Games (part 9)

    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.
  • Intel® Threading Building Blocks
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  • vorticity
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  • Archimedes Principle
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  • Fluid Simulation for Video Games (Part 8)

    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.
  • Intel® Threading Building Blocks
  • visual computing
  • fluid simulation
  • vorticity
  • particle system
  • fluid buoyancy
  • Boussinesq
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  • Fluid Simulation for Video Games (part 6)

    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.
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
  • vorticity
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  • Fluid Simulation for Video Games (part 5)

    This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
  • fluid dynamics
  • computational fluid dynamic
  • visual computing
  • fluid simulation
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  • 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.
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  • fluid simulation
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