Water simulation for cell based sandbox games
- Publisher: Linköpings universitet, Tekniska högskolan
Computer Games | Fluid Simulation | GPGPU | Navier-Stokes
arxiv: Physics::Fluid Dynamics
This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure is used where the pressure propagates between neighboring cells. A prefix sum algorithm is used to only compute work areas that contain fluid.