A High Quality, Eulerian 3D Fluid Solver in C++

LeJon Anthony McGowan · DigitalCommons - CalPoly (California State Polytechnic University) · 2017

Fluids are a part of everyday life, yet are one of the hardest elements to properly render in computer graphics. Water is the most obvious entity when thinking of what a fluid simulation can achieve (and it is indeed the focus of this project), but many other aspects of nature, like fog, clouds, and particle effects. Real-time graphics like video games employ many heuristics to approximate these effects, but large-scale renderers aim to simulate these effects as closely as possible. In this project, I wish to achieve effects of the latter nature. Using the Eulerian technique of discrete grids, I aim to simulate the gravity, viscosity, pressure, and advection of medium-scale fluid, then render the resulting calculations into a mesh to be processed later.

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