informa
2 min read
article

Sponsored Feature: Fluid Simulation for Video Games (Part 2) 2

In a new sponsored feature, part of Intel's Visual Computing site, Dr. Michael J. Gourlay of the University of Central Florida continues a multi-part series that explain
In a new sponsored feature, part of Intel's Visual Computing site, Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy continues his multi-part series that explains fluid dynamics and its simulation techniques. In part two, Gourlay introduces two key concepts of fluid simulation: approximation -- practically speaking, the equations used are only approximations of reality -- and discretization -- the continuous mathematical model of fluids must necessarily be converted into a series of discrete values. In this excerpt, the author gives an overview of discretization: "When solving fluid dynamics equations numerically, you convert the original continuous problem (which has infinite degrees of freedom) into a discrete problem (which has finite degrees of freedom). The choice of discretization scheme influences other aspects of the simulation, including interpolation, approximating spatial derivatives, evolving in time, and satisfying boundary conditions. "That discretization process has many forms -- too many to cover here -- so this article focuses on intuitive formulations: Discretize space, approximate spatial derivatives using that discretization, and rewrite the continuous equations by replacing spatial derivatives with those approximations. The previous article presented Eulerian (fixed-coordinate) and Lagrangian (moving-coordinate) views of the fluid momentum and vorticity equations. Analogously, you can discretize space using grids, particles, or a hybrid of the two. "Regardless of whether they use grid-based or mesh-free discretization, we give the name nodes to locations where the simulation explicitly represents values. " The full five-page feature, which drills down into significantly more depth about the grid-based and mesh-free discretization methods, is now available to read on Gamasutra.

Latest Jobs

Studio Pixanoh LLC

Los Angeles, California
05.20.22
Combat Designer

Treyarch

Playa Vista, California or Vancouver, BC
05.20.22
AI Engineer

Question

Remote
05.20.22
Lead Level Designer (South Park)

Remedy Entertainment

Helsinki Metropolitan Area, Finland
05.23.22
Rigging Artist
More Jobs   

CONNECT WITH US

Register for a
Subscribe to
Follow us

Game Developer Account

Game Developer Newsletter

@gamedevdotcom

Register for a

Game Developer Account

Gain full access to resources (events, white paper, webinars, reports, etc)
Single sign-on to all Informa products

Register
Subscribe to

Game Developer Newsletter

Get daily Game Developer top stories every morning straight into your inbox

Subscribe
Follow us

@gamedevdotcom

Follow us @gamedevdotcom to stay up-to-date with the latest news & insider information about events & more