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rtfluid06.src

  • Category : Special Effects
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  • Update : 2012-11-26
  • Size : 1.64mb
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  • Author :mike
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Introduction - If you have any usage issues, please Google them yourself
Real-Time Particle-Based Fluid Simulation Rendering realistic moving water is one of the key techniques that immerse the viewers into interactive graphics world including computer games. Physical simulations based on computational fluid dynamics (CFD) is useful for rendering the realistic behaviour of water. However, real-time fluid rendering has been one of the challenging tasks because of high computational cost of CFD. This research shows the fast implementation of the simulation based on Smoothed Particle Hydrodynamics.
Packet file list
(Preview for download)
rtfluid06
.........\cpu_sph.c
.........\cpu_sph.h
.........\devil.dll
.........\embedded
.........\........\apply_force.cg
.........\........\apply_force.fp
.........\........\cg_sum_density.h
.........\........\cg_sum_forces.h
.........\........\collision.cg
.........\........\collision.fp
.........\........\collision_glass.cg
.........\........\collision_glass.fp
.........\........\collision_tri_point.cg
.........\........\collision_tri_point.fp
.........\........\compute_acc_vis.cg
.........\........\compute_acc_vis.fp
.........\........\compute_density.cg
.........\........\compute_density.fp
.........\........\fp_apply_force.h
.........\........\fp_collision.h
.........\........\fp_collision_glass.h
.........\........\fp_collision_tri_point.h
.........\........\fp_compute_acc_vis.h
.........\........\fp_compute_density.h
.........\........\fp_kernel.h
.........\........\fp_passthru.h
.........\........\fp_sph.h
.........\........\fp_sum_density.h
.........\........\fp_sum_forces.h
.........\........\fp_transform_obs.h
.........\........\fp_update_position.h
.........\........\fp_update_position_only_by_vel.h
.........\........\fp_water_fragment.h
.........\........\fp_water_vertex.h
.........\........\kernel.cg
.........\........\kernel.fp
.........\........\passthru.cg
.........\........\passthru.fp
.........\........\sph.cg
.........\........\sph.fp
.........\........\sum_density.cg
.........\........\sum_density.fp
.........\........\sum_forces.cg
.........\........\sum_forces.fp
.........\........\transform_obs.cg
.........\........\transform_obs.fp
.........\........\update_position.cg
.........\........\update_position.fp
.........\........\update_position_only_by_vel.cg
.........\........\update_position_only_by_vel.fp
.........\........\vp_water_vertex.h
.........\........\water_fragment.cg
.........\........\water_fragment.fp
.........\........\water_vertex.cg
.........\........\water_vertex.fp
.........\........\water_vertex.vp
.........\glew32.dll
.........\glew32.lib
.........\glg.c
.........\glg.h
.........\glut32.dll
.........\gpu_sph.ncb
.........\gpu_sph.sln
.........\gpu_sph.vcproj
.........\gpu_util.c
.........\gpu_util.h
.........\license.txt
.........\main.c
.........\media





.........\.....\mu_posz.bmp

.........\readme.txt
.........\shaders
.........\.......\apply_force.cg
.........\.......\collision.cg
.........\.......\collision_glass.cg
.........\.......\collision_tri_point.cg
.........\.......\compute_acc_vis.cg.bak
.........\.......\compute_density.cg
.........\.......\compute_pres_visc.cg
.........\.......\compute_vel.cg
.........\.......\copy_dup_density.cg
.........\.......\copy_dup_density.cg.bak
.........\.......\copy_dup_force.cg
.........\.......\fp_
.........\.......\passthru.cg
.........\.......\sph.cg
.........\.......\sum_density.cg
.........\.......\sum_density.cg.bak
.........\.......\sum_force.cg
.........\.......\transform_obs.cg
.........\.......\update_acc.cg
.........\.......\update_position.cg
.........\.......\update_position_only_by_vel.cg
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