ECE Master's @ UBC | Engineering Physics Bachelor's @ UBC | ML/DL Researcher | ex-Ubisoft | ex-Robert Bosch
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Fast Fluid Simulation on GPU in Physics Engine
As an active research field in computer graphics, real-time fluid simulation has always been a
challenge in game industry.
This is part of my work at Ubisoft La
Forge that gets published in SIGGRAPH 2022. I extended the
proposed algorithm (a.k.a poisson filter)
to viscous diffusion and 3D mesh objects.
At the time of writing this post, Ubisoft internal physics engine Snowdrop has integrated the
proposed algorithm for fire and smoke simulation.
Low Viscousity | High Viscousity |
---|---|
With some design on data structures, we could apply the same algorithm on mesh objects for heat
conduction as follows.