A Study of Real-Time 2D Fluid Simulation
碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 102 === Fluid simulation encompasses a variety of software designed to replicate fluid motion. Of these, Smoother Particle Hydrodynamics (SPH) has been most widely adopted by videogame programmers. But SPH requires extensive computation of complex equati...
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ndltd-TW-102NTPT07870122016-05-22T04:34:08Z http://ndltd.ncl.edu.tw/handle/51627058482991559291 A Study of Real-Time 2D Fluid Simulation 即時 2D 水流模擬研究 Ting-Yu Chang 張廷宇 碩士 國立臺北教育大學 數位科技設計學系(含玩具與遊戲設計碩士班) 102 Fluid simulation encompasses a variety of software designed to replicate fluid motion. Of these, Smoother Particle Hydrodynamics (SPH) has been most widely adopted by videogame programmers. But SPH requires extensive computation of complex equations, some of which are superfluous to the artistic needs of game programmers. This study inspects a new method that simulates 2D fluid in real time using a particles system and shader. This method that doesn’t require any complex physics and mathematical computations and can easily implement 2D fluid simulation. In order to be cross-compatible among multiple platforms, this method is based on the Cocos2d-x framework, with its particles handled by the Chipmunk Physics Engine. Particles with mass, radius, collision force and shader can implement the most important physics values in fluid simulation, including density, incompressibility, pressure force and artificial viscosity. Using this method, a game developer, can create fluid simulation that is compatible with the software code off nearly all existant gaming platforms with minimal impact upon said platforms’ GPU.The mobile device’s users are more and more, and applications on mobile device also have a lot of effects and colorful. The games which contain fluid effect has been designed from PC to mobile. Smoothed Particle Hydrodynamics is the method that used for fluid simulation. Now, it had a lot of papers and researches about SPH, and the speed of SPH is faster than older on PC. But, compare to the mobile devices, it is powerless than PC, lead to the effect of running applications about fluid is lower. Therefore, we think SPH may be useful for applications on mobile device. Hsueh-Wu Wang 王學武 2014 學位論文 ; thesis 50 zh-TW |
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碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 102 === Fluid simulation encompasses a variety of software designed to replicate fluid motion. Of these, Smoother Particle Hydrodynamics (SPH) has been most widely adopted by videogame programmers. But SPH requires extensive computation of complex equations, some of which are superfluous to the artistic needs of game programmers.
This study inspects a new method that simulates 2D fluid in real time using a particles system and shader. This method that doesn’t require any complex physics and mathematical computations and can easily implement 2D fluid simulation. In order to be cross-compatible among multiple platforms, this method is based on the Cocos2d-x framework, with its particles handled by the Chipmunk Physics Engine. Particles with mass, radius, collision force and shader can implement the most important physics values in fluid simulation, including density, incompressibility, pressure force and artificial viscosity.
Using this method, a game developer, can create fluid simulation that is compatible with the software code off nearly all existant gaming platforms with minimal impact upon said platforms’ GPU.The mobile device’s users are more and more, and applications on mobile device also have a lot of effects and colorful. The games which contain fluid effect has been designed from PC to mobile. Smoothed Particle Hydrodynamics is the method that used for fluid simulation. Now, it had a lot of papers and researches about SPH, and the speed of SPH is faster than older on PC. But, compare to the mobile devices, it is powerless than PC, lead to the effect of running applications about fluid is lower. Therefore, we think SPH may be useful for applications on mobile device.
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author2 |
Hsueh-Wu Wang |
author_facet |
Hsueh-Wu Wang Ting-Yu Chang 張廷宇 |
author |
Ting-Yu Chang 張廷宇 |
spellingShingle |
Ting-Yu Chang 張廷宇 A Study of Real-Time 2D Fluid Simulation |
author_sort |
Ting-Yu Chang |
title |
A Study of Real-Time 2D Fluid Simulation |
title_short |
A Study of Real-Time 2D Fluid Simulation |
title_full |
A Study of Real-Time 2D Fluid Simulation |
title_fullStr |
A Study of Real-Time 2D Fluid Simulation |
title_full_unstemmed |
A Study of Real-Time 2D Fluid Simulation |
title_sort |
study of real-time 2d fluid simulation |
publishDate |
2014 |
url |
http://ndltd.ncl.edu.tw/handle/51627058482991559291 |
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