Jonas Olesen's
Code Portfolio
Fluid Simulation
Initially implemented for the "Animation and Simulation" course at the University of Koblenz
I implemented a 3D eulerian Fluid Simulation in OpenGL compute shaders that can be rendered either in real-time (if the quality settings allow for it), or with a fixed timestep. The result of the latter can be seen here:
The simulation has various features, such as:
Advection
- Semi-Lagrangian (reverse) advection
- Euler or 4th order Runge-Kutte
- Optionally: Back and forth error compensation and correction
Buoyancy and Gravity
Pressure Projection
- Basic Jacobi
- Basic Red-Black Gauss-Seidel
A multigrid branch exists that contains the attempt of afterwards adding support for using a multigrid approach to sovle the pressure projection. But im not sure about it’s correctness.
Rendering
is done simply through brute force raymarching following Ryan Brucks’ blog.