rtfluid06.src

所属分类:Windows编程
开发工具:Windows_Unix
文件大小:1682KB
下载次数:61
上传日期:2009-05-23 21:26:00
上 传 者mike86
说明:  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.

文件列表:
rtfluid06\cpu_sph.c (18589, 2005-11-13)
rtfluid06\cpu_sph.h (2818, 2005-10-04)
rtfluid06\devil.dll (269312, 2002-07-19)
rtfluid06\embedded\apply_force.cg (475, 2004-12-01)
rtfluid06\embedded\apply_force.fp (1062, 2004-12-01)
rtfluid06\embedded\cg_sum_density.h (397, 2004-12-01)
rtfluid06\embedded\cg_sum_forces.h (505, 2004-12-01)
rtfluid06\embedded\collision.cg (2594, 2004-12-01)
rtfluid06\embedded\collision.fp (1387, 2004-12-01)
rtfluid06\embedded\collision_glass.cg (2062, 2004-12-01)
rtfluid06\embedded\collision_glass.fp (2105, 2004-12-01)
rtfluid06\embedded\collision_tri_point.cg (2574, 2004-12-01)
rtfluid06\embedded\collision_tri_point.fp (2047, 2004-12-01)
rtfluid06\embedded\compute_acc_vis.cg (1169, 2004-12-01)
rtfluid06\embedded\compute_acc_vis.fp (1850, 2004-12-01)
rtfluid06\embedded\compute_density.cg (1165, 2004-12-01)
rtfluid06\embedded\compute_density.fp (1320, 2004-12-01)
rtfluid06\embedded\fp_apply_force.h (1242, 2004-12-01)
rtfluid06\embedded\fp_collision.h (1617, 2004-12-01)
rtfluid06\embedded\fp_collision_glass.h (2453, 2004-12-01)
rtfluid06\embedded\fp_collision_tri_point.h (2387, 2004-12-01)
rtfluid06\embedded\fp_compute_acc_vis.h (2154, 2004-12-01)
rtfluid06\embedded\fp_compute_density.h (1536, 2004-12-01)
rtfluid06\embedded\fp_kernel.h (31, 2004-12-01)
rtfluid06\embedded\fp_passthru.h (745, 2004-12-01)
rtfluid06\embedded\fp_sph.h (28, 2004-12-01)
rtfluid06\embedded\fp_sum_density.h (36, 2004-12-01)
rtfluid06\embedded\fp_sum_forces.h (35, 2004-12-01)
rtfluid06\embedded\fp_transform_obs.h (781, 2004-12-01)
rtfluid06\embedded\fp_update_position.h (1434, 2004-12-01)
rtfluid06\embedded\fp_update_position_only_by_vel.h (1198, 2004-12-01)
rtfluid06\embedded\fp_water_fragment.h (1600, 2005-01-07)
rtfluid06\embedded\fp_water_vertex.h (37, 2005-01-07)
rtfluid06\embedded\kernel.cg (2962, 2004-12-01)
rtfluid06\embedded\kernel.fp (0, 2004-12-01)
rtfluid06\embedded\passthru.cg (207, 2004-12-01)
rtfluid06\embedded\passthru.fp (620, 2004-12-01)
rtfluid06\embedded\sph.cg (283, 2004-12-01)
rtfluid06\embedded\sph.fp (0, 2004-12-01)
rtfluid06\embedded\sum_density.cg (319, 2004-12-01)
... ...

Real-Time Particle-Based Fluid Simulation The demo binary shows it can handle 2000 particles at about 30 fps on Pentium 4 2.8GHz. And you can interact with the fluids by dragging. System Requirements - Microsoft Windows 2000 or later - Intel x86 Compatible Processor - Visual Studio .NET 2003 or later to build - OpenGL ARB Fragment Program and Vertex Program Water is not shaded properly on some ATI RADEON series Acknowledgement The cubemap texture included in the demo is credited to Peter Murphy. Thank you, Paul Bourke!

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