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#fluidsimulation#rust#physicsengine

Fluid simulation and rendering: demo

Sami Issaadi

7 subscribers • 1 video on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Linked in the descriptionAudranDoublet/opr
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

2.2K views6 years ago1 recommendation

Graphics and audioGame developmentRenderingGame programming

A demonstration of a multi-fluid simulation and rendering engine written entirely in Rust.

Demonstration of the project we made for an assignment for our course: "Introduction to image synthesis". 2nd DEMO: youtube.com/watch?v=6EsMR0Xt3eE The project is a collection of engines that allow simulating and rendering a scene with several fluids that can interact together and with solid objects. For further details about what the tool is capable of, please watch the explanation video linked below. The project has been entirely written in Rust. You can compile the project and run it on your own computer. However, it's unlikely to work on Windows and Mac OS without a few modifications. Authors: Audran Doublet & Sami Issaadi Explanation video: youtu.be/EPaheoJBXY0 Project repository: github.com/AudranDoublet/opr

Why it's here

1 person recommends this

What people say. Shared as an impressive demonstration of realistic fluid and propeller simulation built with Rust.

Moments people linked to

u/komadoriin r/rust • Recommends

On “Realistic fluid simulation in Rust”

The propeller simulation at the 1:05 mark in the video* is very impressive! * link to this video

u/StyMaarin r/rust • Mentions

On “Realistic fluid simulation in Rust”

Wow thank you very much for the very detailed response! In this specific case, I think this alone could explain most of why it feels unnatural to me : > or that the viscosity does not match physical values of e.g. water or it's not played back at the correct speed so the fluid splashes more like a starch mixture than water. but around 23" we can also see some instability in bubbles near the edge of the jar I don't think it's due to 2) or 3), so is it something inherent to the simulation method itself or is it something else?
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