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Thermal Lilette

Explosion Particle System

Overall Structure

CPU

  • Particle info: lifetime (expiration time)
  • Render setup
    • Scene creation: generate meshes
  • Control: through IOM
    • Camera
    • Keys

GPU

  • Render
  • Particle simulation
    • State: position, velocity, presure, tempurature
    • Model: changes of states

Pipeline

  1. [CPU] initialize + start render loop
  2. [CPU -> GPU] transfer uniform
  3. [CPU] update particle info
  4. [GPU] update particle model
  5. [GPU] update particle state
  6. [GPU] render particle & objects
  7. [GPU -> CPU] transfer result

Game Plan

Particle system

  • Instances rendering
  • Particle generation
  • Constant acceleration field (e.g. earth gravity, simple buoyancy)

Test 1: water fountain, bubbles

Tools

  • Design interface for scene creations
    • Click/drag interaction: create particle at positions
  • Visualization of 3D texture: alpha blending projection plane
    • Adaptive plane projection

Test 2: water vapour in turbulence

Gas simulation

  • Navier-Strokes Equation with u', x'

Explosion simulation

  • Feldman's model I
    • Fluid/Gas model: u', p', T'
    • Particulate model: x'', Y'

Test 3.1: set phi/H'/f constant -> gas portal

  • Feldman's model II: Combustion
    • Velocity div: d phi
    • Heat transfer: H'
    • External force: f
    • Soot: s (maybe?)

Test 3.2: explosion!

Interaction with objects (???)

Reference

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Particulate matters -- Graphics final project

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