Explosion Particle System
- Particle info: lifetime (expiration time)
- Render setup
- Scene creation: generate meshes
- Control: through IOM
- Camera
- Keys
- Render
- Particle simulation
- State: position, velocity, presure, tempurature
- Model: changes of states
- [CPU] initialize + start render loop
- [CPU -> GPU] transfer uniform
- [CPU] update particle info
- [GPU] update particle model
- [GPU] update particle state
- [GPU] render particle & objects
- [GPU -> CPU] transfer result
- Instances rendering
- Particle generation
- Constant acceleration field (e.g. earth gravity, simple buoyancy)
Test 1: water fountain, bubbles
- 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
- Navier-Strokes Equation with u', x'
- 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!