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Book Cover
E-book
Author Kim, Doyub, author

Title Fluid engine development / Doyub Kim
Published Boca Raton : CRC Press, 2016

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Description 1 online resource : illustrations (black and white)
Contents Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- Preface -- List of Figures -- 1 Basics -- 1.1 Hello, Fluid Simulator -- 1.1.1 Defining State -- 1.1.2 Computing Motion -- 1.1.3 Boundary Handling -- 1.1.4 Visualization -- 1.1.5 Final Result -- 1.2 How to Read This Book -- 1.2.1 Getting the Codes -- 1.2.2 Reading Codes -- 1.2.2.1 Languages -- 1.2.2.2 Source Code Structure -- 1.2.2.3 Naming Conventions -- 1.2.2.4 Constants -- 1.2.2.5 Arrays -- 1.2.3 Reading Math Expressions -- 1.2.3.1 Scalar, Vector, and Matrix
1.3 Math1.3.1 Coordinate System -- 1.3.2 Vector -- 1.3.2.1 Basic Operations -- 1.3.2.2 Dot and Cross Product -- 1.3.2.3 More Operations -- 1.3.3 Matrix -- 1.3.3.1 Basic Matrix Operations -- 1.3.3.2 Sparse Matrix -- 1.3.4 System of Linear Equations -- 1.3.4.1 Direct Methods -- 1.3.4.2 Indirect Methods -- 1.3.5 Field -- 1.3.5.1 Partial Derivative -- 1.3.5.2 Gradient -- 1.3.5.3 Divergence -- 1.3.5.4 Curl -- 1.3.5.5 Laplacian -- 1.3.6 Interpolation -- 1.3.6.1 Nearest Point -- 1.3.6.2 Linear Interpolation -- 1.3.6.3 Catmullâ#x80;#x93;Rom Spline Interpolation
1.4 Geometry1.4.1 Surface -- 1.4.2 Implicit Surface -- 1.4.3 Implicit Surface to Explicit Surface -- 1.4.4 Explicit Surface to Implicit Surface -- 1.5 Animation -- 1.6 Physics-Based Animation -- 1.6.1 Getting Started -- 1.6.2 Physics Animation with Example -- 1.6.2.1 Choosinga Model -- 1.6.2.2 Simulation State -- 1.6.2.3 Force and Motion -- 1.6.2.4 Time Integration -- 1.6.2.5 Constraints and Collisions -- 1.7 Fluid Animation -- 1.7.1 Gravity -- 1.7.2 Pressure -- 1.7.3 Viscosity -- 1.7.4 Density Constraint -- 2 Particle-Based Simulation
2.1 Seeing the World Like Seurat2.2 Data Structures -- 2.2.1 Particle System Data -- 2.2.2 Particle System Example -- 2.2.3 Neighbor Search -- 2.2.3.1 Searching Nearby Particles -- 2.2.3.2 Caching Neighbors -- 2.3 Smoothed Particles -- 2.3.1 Basics -- 2.3.1.1 Kernel -- 2.3.1.2 Data Model -- 2.3.1.3 Interpolation -- 2.3.1.4 Density -- 2.3.1.5 Differential Operators -- 2.3.2 Dynamics -- 2.3.2.1 Solver Overview -- 2.3.2.2 Pressure Gradient Force -- 2.3.2.3 Viscosity -- 2.3.2.4 Gravity and Drag Forces -- 2.3.3 Results and Limitations
2.4 Incompressible SPH with Larger Time-Step2.4.1 Predict and Correct -- 2.4.2 Implementation -- 2.4.3 Results -- 2.5 Collision Handling -- 2.5.1 Defining Colliders -- 2.6 Discussion and Further Reading -- 3 Grid-Based Simulation -- 3.1 Pixelating the World -- 3.2 Data Structures -- 3.2.1 Types of Grids -- 3.2.2 Grid System Data -- 3.3 Differential Operators -- 3.3.1 Finite Difference -- 3.3.2 Gradient -- 3.3.3 Divergence -- 3.3.4 Curl -- 3.3.5 Laplacian -- 3.4 Fluid Simulation -- 3.4.1 Collision Handling
Summary From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer's perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development
Bibliography Includes bibliographical references and index
Notes CIP data; resource not viewed
Subject Hydrodynamics -- Data processing
Fluids -- Computer simulation
Fluids -- Computer simulation
Hydrodynamics -- Data processing
Form Electronic book
ISBN 9781498719933
1498719937
9781498719957
1498719953