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Simulating fluids, fire, and smoke in real-time

andrewkchan.dev

1–10 of 174 posts

Re: Simulating fluids, fire, and smoke in real-time

#3
As a person who did a PhD in CFD, I must admit I never encountered the vorticity confinement method and curl-noise turbulence. I guess you learn something new every day!

Also, in industrial CFD, where the Reynolds numbers are higher you'd never want something like counteracting artificial dissipation of the numerical method by trying to applying noise. In fact, quite often people want artificial dissipation to stabilize high Re simulations! Guess the requirements in computer graphics are more inclined towards making something that looks right instead of getting the physics right.

Re: Simulating fluids, fire, and smoke in real-time

#4
post #2

it blows my mind that cfd is a thing we can do in real time on a pc

Yes, we can since a long time. They were already a thing 14 years ago on the PS3 in the game "Pixeljunk shooter" [0].

But real time simulations often use massive simplifications. They aim to look real, not to match exact solutions of the Navier-Stokes equations.

[0] https://www.youtube.com/watch?v=qQkvlxLV6sI

Re: Simulating fluids, fire, and smoke in real-time

#7
EmberGen is absolutely crazy software that does simulation of fire and smoke in real-time on consumer GPUs, and supports a node-based workflow which makes it so easy to create new effects.

Seriously, my workflow probably went from spending hours on making something that now takes minutes to get right.

https://jangafx.com/software/embergen/

I was sure that this submission would be about EmberGen and I'm gonna be honest, I'm a bit sad EmberGen never really got traction on HN (https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que...)

(Not affiliated with EmberGen/JangaFX, just a happy customer)

Re: Simulating fluids, fire, and smoke in real-time

#8
Page is basically unusable on my Intel MBP, and still a beastly consumer on my AS Mac. I presume simulations are happening somewhere on the page, but it would be a good idea to make them toggled. Ideally via user interaction, but if one insists on auto-play when scrolled into the viewport.

Re: Simulating fluids, fire, and smoke in real-time

#9
post #5

does not work on ios for me.

It works fine on iOS/safari for me, in the sense that the text is all readable, but the simulations don’t seem to all execute. Which… given that other folks are reporting that the site is slowed to a crawl, I guess because it is running the simulations, I’ll take the iOS experience.

Re: Simulating fluids, fire, and smoke in real-time

#10
They mention simulating fire and smoke for games, and doing fluid simulations on the GPU. Something I’ve never understood, if these effects are to run in a game, isn’t the GPU already busy? It seems like running a CFD problem and rendering at the same time is a lot.

Can this stuff run on an iGPU while the dGPU is doing more rendering-related tasks? Or are iGPUs just too weak, better to fall all the way down to the CPU.

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