Fluid

Alexis Agrotis

Thesis A Fluid Implicit Particle (FLIP) Sovler Built in Houdini Abstract The following thesis presents the research and implementation of a Fluid Implicit Particle (FLUID). A literature review is included in order to highlight the most commonly used techniques for simulating fluids in the Visual Effects and Computer Graphics industries as well as critically analyse and compare them. A custom build solver was implemented in SideFX’s Houdini using primarily gas microsolvers and VEX Wrangles or VOP networks to simulate the different fields of the fluid as well as foam based on colour. The whole implementation process is broken down in detail justifying every step of the FLIP algorithm. Decisions were also made for the additional shading, lighting and rendering the simulation which required the transformation of particles into a surface. Various scenarios are described as well as possible future improvements that could be made.

Ewan Rice

OpenGL GPU Features and Fluid SPH

Jennifer Moorehead

Thesis Smooth Particle Hydrodynamics Abstract This paper discusses the implementation of a fluid solver which implements a version of Smooth Particle Hydrodynamics approximations using the prediction relaxation scheme proposed by Clavet et al. In addition optimizations such as spacial hashing have been made and the point geometry has been exported to Houdini for meshing, lighting and rendering purposes.

Milo Volpicelli

The Simulation of Fluids Newtonian and Non-Newtonian Fluid Simulator based on Smoothed Particle Hydrodynamics approaches

Mya Yee Win 2D Fluid Solver for Houdini

2D Fluid Solver for Houdini

Peter Claes

Controlling Fluid Simulations with Custom Fields in Houdini

Rajiv Perseedoss

Lagrangian Liquid Simulation using SPH

Rebecca Kuo

Position Based Fluid

Sanjay Sen

Methods of Ocean Simulation

Sydney Dimitra Kyrtsia

Fluid Solver built in Houdini