2. Computational Fluid Dynamics
• simulate the advection/motion of water
• Necessary:
– starting condition (water levels/distribution)
– starting momentum
• Conservation of Momentum:
m1u1 m2u2 m1v1 m2u2
3. Particle-based hydrodynamics
• approximation: water consists of particles
• initial momentum associated to some
particles
• compute particle interaction (momentum
transfer) on contact with neighbourhood
• conservation of momentum as driving force
• good method to compute contact with objects
(different materials)
5. Voxel-based hydrodynamics
• water levels represented in volume image
• momentum given in vector image
• conservation of momentum via finite
difference
• memory-heavy representation
• easy to speed up on current hardware
architectures
• for real-world examples infeasible
7. Mesh-based hydrodynamics
• water is stored as 3D mesh with mass and
momentum attributes
• conservation of mass and momentum via FEA
• drawbacks:
– accurate volume mesh generation necessary
– slow runtime
• advantage: highly accurate (depending on the
mesh)