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Fire Sim Check In

By Chris Zhang, Grace Li, Amy Zhou

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Framework & 2D Fluid Sim

  • Viewing window and skeleton using GLFW; OpenGL library using GLAD
  • Visual representation of simulation with arrows and grid
  • Created a fluid solver for the Navier-Stokes equation for incompressible flow
    • Advection
    • Diffusion
    • Ext. forces
    • Projection

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Switching to GPU

  • Parallel processing on GPU allows for more computational power—we can get higher frame-rate and resolution
  • Used OpenGL to store data such as velocity, pressure, etc. in textures
  • Converted computations to GLSL frag shaders
  • Maximum grid resolution with no visible lag
    • 100x100 on CPU
    • 1500x1500 on GPU (Nvidia GEForce GTX 960)

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Flame

  • After getting a working general fluid simulation, we started refining it to mimic flame behavior
  • Fire representation
    • (Bottom Right) A fuel quantity texture, which decreases as it is “consumed” by the combustion reaction
    • Buoyancy, which is an external force calculated with a temperature field
  • Simulated randomness
    • (Top Right) Velocity field subject to random wind