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TAG :: fluid simulation |
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REAL-TIME HEIGHT FIELD WATER SIMULATION
Created a real-time height field water simulation from scratch using JavaScript and GLSL
DATE |
TYPE |
EFFORT |
Aug 2013 |
Water Simulation |
Individual |
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BURNING POSTER
Simulated a burning poster in Houdini - VOP SOP, SOP solver, cloth solver, Pyro FX, point cloud illumination using custom shader
DATE |
TYPE |
EFFORT |
Aug 2011 |
Pyro Effects |
Individual |
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BURNING TORCH
Houdini Pyro FX - Torch drops onto fuel on the ground and sets it on fire
DATE |
TYPE |
EFFORT |
Jul 2011 |
Pyro Effects |
Individual |
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PYROCLASTIC SMOKE TEST
A test on getting some pyroclastic smoke in Houdini
DATE |
TYPE |
EFFORT |
Jul 2011 |
Smoke Effects |
Individual |
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SWARM MOVEMENT TEST
Houdini - Swarm movement test with the help of a fluid sim
DATE |
TYPE |
EFFORT |
Jul 2011 |
Fluid Sim |
Individual |
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FIRE SIMULATION TEST
Fire simulation done using the smoke solver DOP in Houdini
DATE |
TYPE |
EFFORT |
Jul 2011 |
Pyro Effects |
Individual |
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STABLE FLUID RUNNING ON ZUNE
Implemented Jos Stam's stable fluid using XNA 3.0 so that it runs on the Zune MP3 player
DATE |
TYPE |
EFFORT |
Oct 2008 |
Fluid Simulation |
Individual |
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SMOOTHED PARTICLE HYDRODYNAMICS 2
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control
DATE |
TYPE |
EFFORT |
Mar 2008 |
R&D on Fluid Simulation |
Supervised |
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Copyright © 2003-2024 Skeel Lee. All works are original ones by Skeel, unless otherwise stated.
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