Department - Author 1
Computer Science Department
Degree Name - Author 1
BS in Software Engineering
Date
11-2017
Primary Advisor
Maria Pantoja
Abstract/Summary
Fluids are a part of everyday life, yet are one of the hardest elements to properly render in computer graphics. Water is the most obvious entity when thinking of what a fluid simulation can achieve (and it is indeed the focus of this project), but many other aspects of nature, like fog, clouds, and particle effects. Real-time graphics like video games employ many heuristics to approximate these effects, but large-scale renderers aim to simulate these effects as closely as possible.
In this project, I wish to achieve effects of the latter nature. Using the Eulerian technique of discrete grids, I aim to simulate the gravity, viscosity, pressure, and advection of medium-scale fluid, then render the resulting calculations into a mesh to be processed later.
URL: https://digitalcommons.calpoly.edu/cscsp/124
Included in
Computational Engineering Commons, Discrete Mathematics and Combinatorics Commons, Fluid Dynamics Commons, Numerical Analysis and Scientific Computing Commons, Software Engineering Commons