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CS184 Final Project Report

3D Position-Based Fluid Simulation and Surfacing

What we had achieved

  • we had successfully compiled and ran the simulation.
  • Problems observed: currently we are using 2600 particles falling from the sky (each of which has a distance of .05), when we increase the number of particles to 8000, the simulation seems unrealistic in that the particle will draft in the sky for a long time.
  • Tunning the parameters to simulate water flow better.

Plan

April 28 - May 2nd:

  • Fixing the bugs
  • Manipulate the parameters to compare different effects caused by the parameters

May 2 - 5th:

  • Update the runder effect so that the particles look more like water.

May 5 - 6th:

  • Add more complex geometry to the scene (maybe a bunny).

Slides

https://docs.google.com/presentation/d/1o1HvaQaR5tvvbEHRLu0RFl3dKFdMhICsYM7Aa9ejfRo/edit#slide=id.p

Video

https://github.com/TianjiaoLuo/CS184-Milestone/raw/master/118.mov

Original Proposal

https://lxjhk.github.io/cs184-group-project/

Parameters

  • kernelRadius - The radius of influence of a particle (0.1 to 0.2 works good)
  • numSubSteps - How many times the position-correction step should be done each frame (1-4 works good)
  • restDensity - The density of the fluid (6000-8000 works good)
  • deltaTime - The size if the timestep for each frame, in seconds (0.0083s works well, yielding 120 frames per second of simulation)
  • epsilon - Constraint Force Mixing (CFM) relaxation parameter
  • k - Artificial pressure strength
  • delta_q Artificial pressure radius
  • n - Artificial pressure power
  • c - Artificial viscosity (should be <0.05)
  • k_vc - Vorticity confinement strength
  • kBoundsDensity - Contribution of boundaries to a particle's density

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