Real-time fluid physics library The goal was to create a physics library, specialized on water fluid physics, for real-time applications.

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Presentation transcript:

Real-time fluid physics library The goal was to create a physics library, specialized on water fluid physics, for real-time applications.

Why? Water motion is appealing and it should be possible to use it more in games for enhanced experience. A physics-based system is needed to enable interaction between solid objects and fluid.

What is it? Real-time 3D motion integrator Solid object/fluid interactor (currently support for liquid)

But it's not: Not a simulator Not a graphics renderer

Capabilities Colliding contacts Volume determination Buoyancy forces Drag forces

How is it done? Mesh/mesh collision detection  Uses OPCODE library Collision resolving 1.Time step bisection (to specified resolution) 2.Computes closest contacts before 3.Best effort contacts 4.Impulse

How is it done? Buoyancy/drag forces  Archimedes’ principle: F = ρ * V * g Volume approximation Numerical integration  Drag force: F = -ρ * v o v * A * c / 2 * v / |v| Area approximation Liquid dynamics  Wave equation: ∂ 2 h / ∂t 2 = v 2 * (∂ 2 h / ∂x 2 + ∂ 2 h / ∂z 2 )  Mass conservation: ∂m / ∂t = 0

Extendable? Mesh loaders Integrators Fluid kernels