- 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.
- Fixing the bugs
- Manipulate the parameters to compare different effects caused by the parameters
- Update the runder effect so that the particles look more like water.
- Add more complex geometry to the scene (maybe a bunny).
https://docs.google.com/presentation/d/1o1HvaQaR5tvvbEHRLu0RFl3dKFdMhICsYM7Aa9ejfRo/edit#slide=id.p
https://github.com/TianjiaoLuo/CS184-Milestone/raw/master/118.mov
https://lxjhk.github.io/cs184-group-project/
- 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