文件名称:rtfluid06.src
- 所属分类:
- 图形图像处理(光照,映射..)
- 资源属性:
- [Windows] [Visual.Net] [源码]
- 上传时间:
- 2012-11-26
- 文件大小:
- 1.64mb
- 下载次数:
- 0次
- 提 供 者:
- m***
- 相关连接:
- 无
- 下载说明:
- 别用迅雷下载,失败请重下,重下不扣分!
介绍说明--下载内容均来自于网络,请自行研究使用
Real-Time Particle-Based Fluid Simulation
Rendering realistic moving water is one of the key techniques that immerse the viewers into interactive graphics world including computer games. Physical simulations based on computational fluid dynamics (CFD) is useful for rendering the realistic behaviour of water. However, real-time fluid rendering has been one of the challenging tasks because of high computational cost of CFD. This research shows the fast implementation of the simulation based on Smoothed Particle Hydrodynamics.
Rendering realistic moving water is one of the key techniques that immerse the viewers into interactive graphics world including computer games. Physical simulations based on computational fluid dynamics (CFD) is useful for rendering the realistic behaviour of water. However, real-time fluid rendering has been one of the challenging tasks because of high computational cost of CFD. This research shows the fast implementation of the simulation based on Smoothed Particle Hydrodynamics.
相关搜索: fluid
smoothed
particle
hydrodynamics
Particle
Fluid
fluid
simulation
computational
fluid
dynamics
particle
dynamics
water
simulation
CFD
fluid
particle
lattice
boltzmann
smoothed
particle
hydrodynamics
Particle
Fluid
fluid
simulation
computational
fluid
dynamics
particle
dynamics
water
simulation
CFD
fluid
particle
lattice
boltzmann
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下载文件列表
rtfluid06
.........\cpu_sph.c
.........\cpu_sph.h
.........\devil.dll
.........\embedded
.........\........\apply_force.cg
.........\........\apply_force.fp
.........\........\cg_sum_density.h
.........\........\cg_sum_forces.h
.........\........\collision.cg
.........\........\collision.fp
.........\........\collision_glass.cg
.........\........\collision_glass.fp
.........\........\collision_tri_point.cg
.........\........\collision_tri_point.fp
.........\........\compute_acc_vis.cg
.........\........\compute_acc_vis.fp
.........\........\compute_density.cg
.........\........\compute_density.fp
.........\........\fp_apply_force.h
.........\........\fp_collision.h
.........\........\fp_collision_glass.h
.........\........\fp_collision_tri_point.h
.........\........\fp_compute_acc_vis.h
.........\........\fp_compute_density.h
.........\........\fp_kernel.h
.........\........\fp_passthru.h
.........\........\fp_sph.h
.........\........\fp_sum_density.h
.........\........\fp_sum_forces.h
.........\........\fp_transform_obs.h
.........\........\fp_update_position.h
.........\........\fp_update_position_only_by_vel.h
.........\........\fp_water_fragment.h
.........\........\fp_water_vertex.h
.........\........\kernel.cg
.........\........\kernel.fp
.........\........\passthru.cg
.........\........\passthru.fp
.........\........\sph.cg
.........\........\sph.fp
.........\........\sum_density.cg
.........\........\sum_density.fp
.........\........\sum_forces.cg
.........\........\sum_forces.fp
.........\........\transform_obs.cg
.........\........\transform_obs.fp
.........\........\update_position.cg
.........\........\update_position.fp
.........\........\update_position_only_by_vel.cg
.........\........\update_position_only_by_vel.fp
.........\........\vp_water_vertex.h
.........\........\water_fragment.cg
.........\........\water_fragment.fp
.........\........\water_vertex.cg
.........\........\water_vertex.fp
.........\........\water_vertex.vp
.........\glew32.dll
.........\glew32.lib
.........\glg.c
.........\glg.h
.........\glut32.dll
.........\gpu_sph.ncb
.........\gpu_sph.sln
.........\gpu_sph.vcproj
.........\gpu_util.c
.........\gpu_util.h
.........\license.txt
.........\main.c
.........\media
.........\.....\mu_posz.bmp
.........\readme.txt
.........\shaders
.........\.......\apply_force.cg
.........\.......\collision.cg
.........\.......\collision_glass.cg
.........\.......\collision_tri_point.cg
.........\.......\compute_acc_vis.cg.bak
.........\.......\compute_density.cg
.........\.......\compute_pres_visc.cg
.........\.......\compute_vel.cg
.........\.......\copy_dup_density.cg
.........\.......\copy_dup_density.cg.bak
.........\.......\copy_dup_force.cg
.........\.......\fp_
.........\.......\passthru.cg
.........\.......\sph.cg
.........\.......\sum_density.cg
.........\.......\sum_density.cg.bak
.........\.......\sum_force.cg
.........\.......\transform_obs.cg
.........\.......\update_acc.cg
.........\.......\update_position.cg
.........\.......\update_position_only_by_vel.cg
.........\cpu_sph.c
.........\cpu_sph.h
.........\devil.dll
.........\embedded
.........\........\apply_force.cg
.........\........\apply_force.fp
.........\........\cg_sum_density.h
.........\........\cg_sum_forces.h
.........\........\collision.cg
.........\........\collision.fp
.........\........\collision_glass.cg
.........\........\collision_glass.fp
.........\........\collision_tri_point.cg
.........\........\collision_tri_point.fp
.........\........\compute_acc_vis.cg
.........\........\compute_acc_vis.fp
.........\........\compute_density.cg
.........\........\compute_density.fp
.........\........\fp_apply_force.h
.........\........\fp_collision.h
.........\........\fp_collision_glass.h
.........\........\fp_collision_tri_point.h
.........\........\fp_compute_acc_vis.h
.........\........\fp_compute_density.h
.........\........\fp_kernel.h
.........\........\fp_passthru.h
.........\........\fp_sph.h
.........\........\fp_sum_density.h
.........\........\fp_sum_forces.h
.........\........\fp_transform_obs.h
.........\........\fp_update_position.h
.........\........\fp_update_position_only_by_vel.h
.........\........\fp_water_fragment.h
.........\........\fp_water_vertex.h
.........\........\kernel.cg
.........\........\kernel.fp
.........\........\passthru.cg
.........\........\passthru.fp
.........\........\sph.cg
.........\........\sph.fp
.........\........\sum_density.cg
.........\........\sum_density.fp
.........\........\sum_forces.cg
.........\........\sum_forces.fp
.........\........\transform_obs.cg
.........\........\transform_obs.fp
.........\........\update_position.cg
.........\........\update_position.fp
.........\........\update_position_only_by_vel.cg
.........\........\update_position_only_by_vel.fp
.........\........\vp_water_vertex.h
.........\........\water_fragment.cg
.........\........\water_fragment.fp
.........\........\water_vertex.cg
.........\........\water_vertex.fp
.........\........\water_vertex.vp
.........\glew32.dll
.........\glew32.lib
.........\glg.c
.........\glg.h
.........\glut32.dll
.........\gpu_sph.ncb
.........\gpu_sph.sln
.........\gpu_sph.vcproj
.........\gpu_util.c
.........\gpu_util.h
.........\license.txt
.........\main.c
.........\media
.........\.....\mu_posz.bmp
.........\readme.txt
.........\shaders
.........\.......\apply_force.cg
.........\.......\collision.cg
.........\.......\collision_glass.cg
.........\.......\collision_tri_point.cg
.........\.......\compute_acc_vis.cg.bak
.........\.......\compute_density.cg
.........\.......\compute_pres_visc.cg
.........\.......\compute_vel.cg
.........\.......\copy_dup_density.cg
.........\.......\copy_dup_density.cg.bak
.........\.......\copy_dup_force.cg
.........\.......\fp_
.........\.......\passthru.cg
.........\.......\sph.cg
.........\.......\sum_density.cg
.........\.......\sum_density.cg.bak
.........\.......\sum_force.cg
.........\.......\transform_obs.cg
.........\.......\update_acc.cg
.........\.......\update_position.cg
.........\.......\update_position_only_by_vel.cg