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"Fluid Simulation for Computer Graphics" by Robert Bridson would be my suggestion for getting started with grid-based methods. The SIGGRAPH course notes on his
by slavik81 8y ago
"Fluid Simulation for Computer Graphics" by Robert Bridson would be my suggestion for getting started with grid-based methods. The SIGGRAPH course notes on his website are very similar to the 1st edition. [1] It's no longer the state of the art (which is probably APIC), but the new methods are all based on the same fundamentals.
Particle-based methods like Smoothed Particle Hydrodynamics (SPH) are simpler to implement and are more intuitive than grid-based methods, but they're also harder to analyze mathematically. SPH is the method used by PixelJunk Shooter. "Fluid Simulation for Video Games" by Michael Gourlay is mostly about a different fluid technique (vortons), but does include SPH. [2]
[1]: https://www.cs.ubc.ca/~rbridson/fluidsimulation/ https://www.cs.ubc.ca/~rbridson/fluidsimulation/
[2]: https://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1 https://software.intel.com/en-us/articles/fluid-simulation-f...