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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Main Author: Anthony S, Christian
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/36412
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:36412
spelling 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
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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
_version_ 1822268687550251008