Team Members: Ashley Chiu, Emmanuel Duarte, Dana Feng, Raymond Tan | Slides | Video
Building a particle model based on Homework 4’s PointMass
class, we constructed a scene with a sphere of PointMass
es hovering over a Sphere
CollisionObject
. Then, simulating fluid dynamics referencing Modeling and Rendering Viscous Liquids, we implemented
At first, our simulations were effectively unrunnable (buffering at every frame). We utilized spatial hashing for neighbor particle searching and incorporated OpenMP parallelization to fix this. Parallelizing neighbor search and particle-sphere collision at every timestep had the most impact.
90 frames/second, 30 steps/frame, 20,000 particles. A higher resolution version is on YouTube.
In our current simulations, we like that the particles are attracted to the sphere, wrapping around rather than falling straight down. However, we’d like to fix a few things in particle movements:
We want to focus more time on making more realistic viscosity models than originally intended so we’ll only drip honey on the sphere since it demonstrates honey-solid adhesion well. Our main remaining goals are
Clothsim
into Blender.obj
files from marching cubes through Stop-motion-OBJ. Import mesh sequence into Blender, add BSDF for honey.