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Water Simulation

I created this simulation of water colliding with .obj meshes for my Physically Based Animation (CIS 563) class. I used the particle based method described in Miles Macklin and Matthias Muller's paper "Position Based Fluids", which uses smoothed particle hydrodynamics (SPH), XSPH artificial viscosity, and position based dynamics to predict the position of each water particle at every time step, and applies an incompressibility constraint with an artificial pressure term. I built the simulation using C++ and OpenGL, then exported the particle position data at every time step into text files. Using MEL, I then imported the particle position data into Maya, converted it into a full mesh using nParticles, then textured and rendered the simulation in V-Ray.
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