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Fluid Simulation – Siggraph 2007 Course Notes [pdf]

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Re: Fluid Simulation – Siggraph 2007 Course Notes [pdf]

#12
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You might also like "Fluid Engine Development" if this stuff is your cup of tea. I believe there is complete code with it. https://fluidenginedevelopment.org/

..and if it's really REALLY your cup of tea, join my research lab and do a PhD. :-) https://cs.uwaterloo.ca/~c2batty/

I want cross-platform deterministic fluid simulations (at least in platforms with IEEE 2008 float semantics). What I mean is, I want to run the same software on different architectures and platforms and get the same exact answer. Is that feasible?

Also, are some techniques more amenable to cross-platform determinism while others are more challenging?

Note that Rapier can do this for mechanical simulations aimed at gamedev https://rapier.rs/docs/user_guides/rust/determinism/

Moreover: can I add threads or use SIMD or run on GPUs and still be deterministic? (Rapier can't do that: it runs on CPU, and on the cross-platform deterministic mode it disables threads and SIMD)

I'm not sure if those are considered worthwhile research lines, but this is what I care most.

Re: Fluid Simulation – Siggraph 2007 Course Notes [pdf]

#14

Any guides for grid-less fluid simulation? I'd want to set up an unconstrained simulation, one that's using CPU only for the parts where there's actually particles to simulate. Doesn't have to be accurate at all, as long as it produces vortices.

https://interactivecomputergraphics.github.io/SPH-Tutorial/
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