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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