[Bf-committers] Vortex particle sim/set up

Xavier Thomas xavier.thomas.1980 at gmail.com
Wed Jan 26 16:49:24 CET 2011


It is OpenSource, the source can be find here:
http://software.intel.com/file/31849 (Link from the 8th and last page of the
article)
However it is copyrighted and not under any specified lisence. You can still
read it or contact the author if you want to copy some code.

Xavier


2011/1/26 <raulf at info.upr.edu.cu>

> Hi guys!
>
> well, in past days my email server was down so this message is kind of
> late ;)
>
> anyway, here it goes:
>
> Recently an Intel developer has written a series of articles about
> realtime vortex simulation for games. The demo
> (
> http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/
> )
> is spectacular and best of all runs in realtime. Sadly the algorithm is
> not open source and I wanted something similar in Blender… so you know the
> end, don’t you ;) ?
>
> I end up taking a different approach with similar results and I’m very
> pleased! my approach require more complex set up but more advanced user
> control and best of all is completely Lagrangian, I mean completely
> boundless , whether the Intel approach is a hybrid algorithm
> lagrangian/eulerian (lattice-particle method).
>
> I took advantage of the fact that the current Blender particle system is a
> second order simulation system , where particles act as  source of force
> field, and the current vortex particle field has the rotational vector
> very limited and locked to the particle velocity direction …. well, I have
> made a simple patch (http://www.pasteall.org/18508/diff) to allow more
> user control and watch yourself!
>
> http://farsthary.wordpress.com/2011/01/25/spin-my-particles/
>
> Cheers
> Farsthary
>
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