UV Map Shader Development for Fluids Simulation with Material Point Method Model
Fluid simulation computation is not only limited for research or industrial purpose, but can also be implemented into personal computer software. As the demand of fluid simulation is growing from research to movies and games, we need a good rendering of fluids with the most sophisticated fluid mo...
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id-itb.:364122019-03-12T13:26:39ZUV Map Shader Development for Fluids Simulation with Material Point Method Model Anthony S, Christian Indonesia Final Project Rendering; Shader; OpenGL; Material Point Method; 2D rendering: Shader Development; UV Map INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/36412 Fluid simulation computation is not only limited for research or industrial purpose, but can also be implemented into personal computer software. As the demand of fluid simulation is growing from research to movies and games, we need a good rendering of fluids with the most sophisticated fluid model. In this paper, we explore a shader development for a two-dimensional material-point method (MPM) based fluid simulation with fluid particle. The results from MPM is then rendered with multiple steps of GLSL program. The steps are from creating a pill geometry shader, blurring shader, and threshold shader. Performance drop between 50%-80% is observed in the implementation, with the maximum number of particles to be simulated is 75.000 particles. Finally, we found that some of the parameter for those shader affects heavily on the performance while the result is not affected that much. text |
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Institut Teknologi Bandung |
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Indonesia Indonesia |
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Institut Teknologi Bandung |
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Indonesia |
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Fluid simulation computation is not only limited for research or industrial purpose,
but can also be implemented into personal computer software. As the demand of fluid
simulation is growing from research to movies and games, we need a good rendering of
fluids with the most sophisticated fluid model. In this paper, we explore a shader
development for a two-dimensional material-point method (MPM) based fluid simulation
with fluid particle. The results from MPM is then rendered with multiple steps of GLSL
program. The steps are from creating a pill geometry shader, blurring shader, and threshold
shader. Performance drop between 50%-80% is observed in the implementation, with the
maximum number of particles to be simulated is 75.000 particles. Finally, we found that
some of the parameter for those shader affects heavily on the performance while the result
is not affected that much. |
format |
Final Project |
author |
Anthony S, Christian |
spellingShingle |
Anthony S, Christian UV Map Shader Development for Fluids Simulation with Material Point Method Model |
author_facet |
Anthony S, Christian |
author_sort |
Anthony S, Christian |
title |
UV Map Shader Development for Fluids Simulation with Material Point Method Model |
title_short |
UV Map Shader Development for Fluids Simulation with Material Point Method Model |
title_full |
UV Map Shader Development for Fluids Simulation with Material Point Method Model |
title_fullStr |
UV Map Shader Development for Fluids Simulation with Material Point Method Model |
title_full_unstemmed |
UV Map Shader Development for Fluids Simulation with Material Point Method Model |
title_sort |
uv map shader development for fluids simulation with material point method model |
url |
https://digilib.itb.ac.id/gdl/view/36412 |
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1822268687550251008 |