@jaztrophysicist Cela dit, j'imagine assez bien un univers (de jeux de rôles ou de jeux vidéo) avec deux planètes tournant l'une autour de l'autre et partageant une atmosphère. La gravité serait très différente selon où on se trouve et on pourrait passer de l'une à l'autre planète via des catapultes presque toujours fiables. Ça sera très rigolo.
@nholzschuch@jaztrophysicist
Il n'y avait pas une vidéo de ce genre avec des tonnes de trucs différents qui tombaient, dentifrice, miel, farine, eau, etc. ?
Comment ça marche? Ils résolvent en direct le problème de Navier Stokes à frontière libre? Plus des techniques de textures/Ray tracing derrière ?
@nholzschuch@antoinechambertloir@jaztrophysicist my French isn't great, but yeah, the 'normal' way people would simulate something like this would be solving Navier-Stokes throughout the liquid volume, using a geometric surface representation that can deform and change topology )like particles or a mesh or signed distance field). The physics would be, as you said, Navier-Stokes (pressure, viscosity, advection) with surface tension on the surface.
@nholzschuch@antoinechambertloir@jaztrophysicist if the liquid really is non-Newtonian (e.g., nonlinear viscosity coefficient, elastic forces, etc.), then those additional forces would also be incorporated into the Navier-Stokes solver.
@topher_batty@antoinechambertloir@jaztrophysicist Thanks. The whole discussion started from the observation of flowing honey, which as you know has a strong viscosity. We were wondering how you simulate flowing honey efficiently (as in the Siggraph 23 paper)?
@topher_batty (I may add that @antoinechambertloir is a math university professor and @jaztrophysicist has a PhD in astrophysical fluid dynamics, so they know about the equation, their inquiries are more about the efficiency, I think)
@topher_batty@nholzschuch@jaztrophysicist how much time/computer power is needed for such a computation? And once the form is computed, the result is given to a texture software?
Add comment