In order to implement fluid simulation we need to implement conservation of mass, incompressibility, and conservation of momentum. How to do this, using Eulerian cell representation, on GPU shaders?
first thing I thought about when I clicked on this video is about The Powder Toy which is a pixel based particle simulator game which actually has that exact same type of fluid simulation for simulating air in the game
Wow, that's a very nice thing to say. I feel like I can die happy now. I mean, unfortunately this is my least bad video to date, and you will be disappointed if you watch any of my others, but it's still very nice to hear these words :)
regarding the parallel part: would it be feasible to work the opposite way? Instead of writing to 4 cells, each cell would instead read from 4 neighbors and update itself.
Yes, that's right. As far as the coloring scheme, definitely open to suggestions. Won't affect this video, since cannot modify published videos. But could be useful for future videos.
I did research the pronunciation. There are a couple of ways. Before I researched the pronunciation, I was saying "you lurr Ian". But "oiler Ian" appeared to be more common, as far as I could see? How are you thinking if should be pronounced?
@@tomd6410i feel like "name"-ian in English are pronounced very differently from how you pronounce the name so while Euler is pronounced weirdly, eulerian is pronounced how you would expect, like Laplace and Laplacian
rather than updating a bunch of nonadjacent cells why don't you store two buffers, and instead of changing a cell's neighbors, instead calculate how a cell is affected by its neighbors, and write that into the second buffer.
Do you mean, in the projection step? Because we aren't updating the cells: we are updating the walls of each cell. And each wall is attached to two cells. There isn't a way of updating one cell without updating its neigbor, because we aren't really updating the cells: we are updating the walls. When we choose 'a cell', what we are doing is updating all 4 walls of that cell. Then, you might say, can we select arbitrary walls? Well, no, because the update of 4 walls around a cell is based on ensuring incompressiblity of the fluid entering and leaving that one cell, but the updates themselves are applied to the walls, not to the cell. There is no way then to update two adjacent cells, because we'd be updating the same wall twice, i.e. the wall in between the two cells. Having a buffer doesn't really change that. Let's imagine we update the walls around cell A, into buffer 2. Now, when we calculate the walls around adjacent cell B, we'll need to read the values from buffer 2, in order to have the up to date value for the shared cell wall. So, it's sequential, not parallel. Not sure to what extent that answers your question?