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Questions tagged [simulation]

0 votes
0 answers
48 views

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 ...
ZedVeZed's user avatar
0 votes
0 answers
34 views

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 ...
ReFantasy's user avatar
1 vote
0 answers
83 views

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 ...
M.N.Raia's user avatar
  • 111
0 votes
0 answers
143 views

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 ...
Sedenion's user avatar
0 votes
0 answers
60 views

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 ...
Optimus's user avatar
  • 101
0 votes
1 answer
88 views

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 ...
ahmad alghadban's user avatar
3 votes
1 answer
403 views

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 ...
Facundo Pedro Astiz Meyer's user avatar
0 votes
2 answers
149 views

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 ...
Nassen's user avatar
  • 1
3 votes
2 answers
9k views

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 ...
François Guthmann's user avatar
0 votes
0 answers
167 views

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 ...
Xudong's user avatar
  • 1
4 votes
1 answer
79 views

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 ...
Krupip's user avatar
  • 280
0 votes
0 answers
90 views

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 ...
Riston's user avatar
  • 1
2 votes
1 answer
167 views

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 ...
coder1337's user avatar
2 votes
0 answers
87 views

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 ...
Jojo's user avatar
  • 121
6 votes
1 answer
272 views

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 ...
Paul Ferris's user avatar

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