Questions tagged [simulation]
The simulation tag has no summary.
32 questions
0 votes
0 answers
48 views
Is half edge data structure suitable for internal mesh for simulation purposes?
Is the half-edge data structure convenient for representing the internal mesh or is it just for a surface? I am asking this to make sure the half-edge data structure is a good starting point for ...
0 votes
0 answers
34 views
How to render MPM particles like photo quality
I perform volume sampling on a textured mesh and then perform MPM simulation. How can I map the simulation results (in particle form) to the corresponding texture image for rendering? Is there a ...
1 vote
0 answers
83 views
How to create a more photorealistic ocean?
Photorealism has many elements. Take, for instance, the figure 1 below, a shot from Dune Part One movie. Figure 1 The process of production of a image such as this one, is laborious and involve more ...
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0 answers
143 views
My n-body simulation doesn't form a galaxy
I'm trying to create a galaxy simulation using opengl with the compute shader and when I start my simulation, the galaxy with the spiral arms doesn't form, instead it goes into chaos. I noticed that ...
0 votes
0 answers
60 views
Simulating a moving catheter inside a human heart
I'm trying to simulate a moving catheter inside a human heart. I want to accurately model the behaviour of the catheter and I assume the heart to be solid. What I want is, when the catheter hits the ...
0 votes
1 answer
88 views
What is the difference between particles system and smoothed particles hydrodynamic?
What is the difference between particles system and smoothed particles hydrodynamic(SPH) ? is SPH a more specific version of particles system ? More searches on google I do more confusing I get since ...
3 votes
1 answer
403 views
Problem when performing IFFT for Tessendorf's ocean waves
I am implementing Jerry Tessendorf's ocean waves as described in his paper in c++ and OpenGL. I implemented two compute shaders, one for the h_tilde_0 and its conjugate, and one for the frequency ...
0 votes
2 answers
149 views
What exactly is it about reality that is so difficult to recreate in a 3D simulation?
I have to admit that, while watching footage of the enhanced 2020 version of the 2018 game Forza Horizon 4, when they are driving fast, I have to sometimes remind myself that I am watching a video ...
3 votes
2 answers
9k views
Optimizing compute shader with thread group shared memory
I'm currently learning compute shaders and I'm trying to write an optimized Game Of Life. I have a first version working that uses a Shader Storage Buffer Object. I dispatch a thread per cell I want ...
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167 views
Confusion about the concepts of "constraint-based" and "impulse-based" for rigidbody simulation
Thanks a lot for your attention to this question in advance! It is my first try to ask for help on this amazing StackExchange. If I do something inappropriate, please point it out directly so that I ...
4 votes
1 answer
79 views
Finite difference wave equation shown in paper is wrong?
I'm trying to produce wave surface animations, and I came across this paper: Fast_Water_Animation_Using_the_Wave_Equation_with_Damping. In the paper they go to provide the following equation: At ...
0 votes
0 answers
90 views
What is it that really prevents photo-realistic, real-time, digital 3D simulations?
Ever since I was a small child, seeing the amazing 3D visuals that developed in the 1980s and 1990s, I was certain that photo-realism was "just around the corner". In the year 2020, I certainly ...
2 votes
1 answer
167 views
Represent shape as particles
Input: Triangles which make up an arbitrary shape. Each triangle is represented by 3 3D points. Output: A set of particles which fills up the inside of the object (see image). I have read the ...
2 votes
0 answers
87 views
Vertex positions from particle position
I have a question about Nvidia Flex or any particle based simulation in general: The particles are created by sampling the mesh, which can result in fewer particles than there are vertices in the ...
6 votes
1 answer
272 views
Does MRG32k3a compare well with PCG and Xorshift256*?
I've been using standard 32-bit Xorshift in my GPU path-tracer for a while, following Nathan Reed's approach with hashed seeds and decorrelated state. I (finally) discovered today that Xorshift is ...