4 ms·
WebGL ink droplet
- 5hoom 15y agoThis is a really gorgeous simulation. the Navier-Stokes equations are a bit over my head but the results sure do look nice. Interesting how the fluid simulation wraps around the texture. If anyone out there is knowledgeable in these things, is it easy to create continuous textures using this sort of equation or is this some clever voodoo?
- spitfire 15y agoFairly easy.
- 5hoom 15y agoI'm just plain curious & trying to get my head around it (I've played around with procedural noise textures & the like). Does the navier-stokes function (or functions like it) operate on a repeating (wrapped around) grid or is there a more obvious method that I'm missing?
- lloeki 15y agoNavier-Stokes is a set of non-linear differential equations, not a function. It's extremely hard to analytically solve the equation (unless you give it some extremely simplifying constraints), so the best you can do is solve it discretely and iteratively. Then you're just looking at the neighborhood of a given point in space and time to compute the next value at that point, so it could really be any topology.
- montecarl 15y agoI really want to let this run long enough to reach equilibrium, but my laptop is getting too hot.
- kalleboo 15y agoThis really shows the difference in performance between integrated and discrete graphics - on my MacBook Pro's integrated graphics, I get 15-17 fps, on the discrete graphics I hit 35