Description: 国外游戏开发者杂志2001年第七期配套代码,包含Naty Hoffman和Kenny Mitchell的相片色泽处理技术代码和Jeff Lander的关于流体仿真的专栏的代码--Code of game development magazine in 2001 seventh issue, contains photo luster processing technology code of Naty Hoffman, Kenny Mitchell and fluid simulation code of Jeff Lander Platform: |
Size: 6817792 |
Author:站长 |
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Description: 基于最新一代通用GPU--Geforce8800,在CUDA平台上开发流体模拟程序,是基于GPU的通用计算应用在图形学领域的一个范例。由于该环境在国内不常见,并且支持模拟环境,保留了可执行文件作为参考。-based on the latest generation of common GPU-- Geforce8800. CUDA platform in the development of fluid simulation program, GPU is based on the generic terms used in the field of graphics one example. As the environment in China is not uncommon, and supports simulation environment, while retaining the executable file as a reference. Platform: |
Size: 1684480 |
Author:白洪涛 |
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Description: 数值模拟交通流模型Payne-weber压缩流体,可以看到许多交通现象 -numerical simulation model of traffic flow Payne-Weber's law compressed fluid, we can see that many transport phenomena Platform: |
Size: 530432 |
Author:kang jinni |
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Description: 实时2D流体动力学模拟,需要显卡支持SM2.0,使用2005.8的DXSDK编译-2D real-time fluid dynamics simulation, the need for graphics cards support SM2.0, the use of the 2005.8 Compiler DXSDK Platform: |
Size: 1406976 |
Author:GoldFX |
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Description: 一个经典的流体模拟源代码,花了很长时间在网上找到的。-Fluid simulation of a classical source code, took a long time to find online. Platform: |
Size: 141312 |
Author:赵群 |
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Description: 另外一个二维流体模拟的源码。好像使用了nvidia最新的显卡编程语言CUDA实现。-Another source of two-dimensional fluid simulation. Like using the latest nvidia graphics programming language CUDA realize. Platform: |
Size: 4478976 |
Author:tiantiancode |
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Description: 实时的2D流体仿真算法--烟雾,本框架的目的就是让程序员可以轻松的拓展实现三维的流体仿真。-Real-time 2D fluid simulation- smoke, the purpose of this framework is to allow programmers to easily achieve the expansion of three-dimensional fluid simulation. Platform: |
Size: 3072 |
Author:ding |
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Description: 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. Platform: |
Size: 1722368 |
Author:mike |
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Description: 基于PhysX的流体模拟
PhysX开发包中自带有流体模拟的部分,在它的示例中我们可以找到相关的例子,而且这流体还是基于SPH的,但是我们会发现它的例子只实现了流体的粒子模拟,而由粒子转换成网格的部份,则要我们自已来实现了-PhysX fluid simulation-based development package comes with PhysX fluid simulation are part of the sample in it, we can find examples, and this fluid is based on SPH, but we will find examples of it only achieved a fluid particle simulation, and by the particle into the part of the grid will have to be our own to achieve the Platform: |
Size: 1667072 |
Author:潮流 |
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Description: 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.
Platform: |
Size: 1169408 |
Author:聂霄 |
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Description: 基于物理的流体模拟近年来成为计算机动画领域的一个研究热点.回顾了该领域中基于物理的流体模拟的发展情况,总结了该研究方向所采用的各类方法,并结合各种现象的特点分门别类地详细展开其方法总体上可
以分为欧拉法和拉格朗日法,涉及的现象包括烟雾、火焰、爆炸、波浪、气泡以及自由运动界面等.最后展望了未来发
展的3个重点:细节策略、加速策略和控制策略,以使整个模拟能够更好地满足人们对真实感、实时性以及灵活性的
需求.-This paper presents a survey on the development of physically based fluid simulation in
computer animation,with a detail introduction to the classification of the topic as well as the methods
employed in the field.The methods applied mainly include Euler method and Lagrangian method,for
simulating the fluid phenomena such as smoke,fire,explosion,wave,bubble,free surface etc.Future
work is als0 discussed.including detail techniques.acceleration techniques and control techniques used to
meet the demands of reality,real—time production,and flexibility. Platform: |
Size: 601088 |
Author:tigerwoods |
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Description: 2012年siggraph论文,描述了流体中的flip流体模拟方法,使流体模拟中的空隙缺陷减小到最少。从而使流体完成了整体的效果。-2012 siggraph paper that describes a fluid simulation of fluid in the flip, so that the gap defects in the fluid simulation is reduced to a minimum. So that the fluid to complete the overall effect. Platform: |
Size: 626688 |
Author:朋友 |
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