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Yup. That's the code I was talking about -- and I believe it's what Jason has been suggesting as a possibly useful thing to have even as a simple 2D (COPs) fluids tool, so...

Go for it! :)

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Mario (and everybody else intrested),

I am having a... he he... slight problem with a couple of things. I don't know the math. background of Fourier Transfers, i.e. the way a function is transformed into Fourier domain. I would also like to understand such a thing as Phillips Spectrum and its' generation (I guess it's one of the ways a function is transferred into Fourier domain or such... :huh: ). Is there some good manual or a link that could clarify these things for me that you know? It would be great if such a manual was written in a plain language that a human being of not too outstanding genius was able to understand (like each variable is explained what it is and what it does - not as it is iften done when variables are supposed to be familiar to every reader...) :unsure:

I suppose that a 2-3 years course in Computer Sciense would help alot and eliminate many questions but... hell - I can't afford something like 20-30K$ right now...

Thanks in advance.

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I am having a... he he... slight problem with a couple of things.  I don't know the math. background of Fourier Transfers, i.e. the way a function is transformed into Fourier domain.

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Stam also has a simpler version of the solver that doesn't rely on FFTs, which you might be interested in having a look at for a starting point. It's very well described here:

http://www.dgp.toronto.edu/people/stam/rea...h/pdf/GDC03.pdf

Cheers!

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Stam also has a simpler version of the solver that doesn't rely on FFTs, which you might be interested in having a look at for a starting point. It's very well described here:

http://www.dgp.toronto.edu/people/stam/rea...h/pdf/GDC03.pdf

Cheers!

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hey, thanks! besides the paper itself - I found tons of useful information at http://www.dgp.toronto.edu itself. Great resourse, lots of links and contexts of lectures contain many informative references or are references themselves. Great! thanks again!

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ok, stupid me.  it's been all there -

http://ocw.mit.edu/OcwWeb/Mathematics/18-1...Notes/index.htm

Still I am looking for shedding some light on to Phillips Spectrum (Phillips is the guy who mathematically and practically proved the existence of gigantic monster waves, if you remember)

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Have you looked at Tessendorf's presentations?

http://www.finelightvisualtechnology.com/p...sematerials.php

They don't really discuss the derivation of the spectrum, but are still a good read for all things ocean-related :)

There's also a bit of detail on Bridson's site:

http://www.cs.ubc.ca/~rbridson/courses/533...slides-mar9.pdf

Cheers!

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Have you looked at Tessendorf's presentations?

http://www.finelightvisualtechnology.com/p...sematerials.php

They don't really discuss the derivation of the spectrum, but are still a good read for all things ocean-related :)

There's also a bit of detail on Bridson's site:

http://www.cs.ubc.ca/~rbridson/courses/533...slides-mar9.pdf

Cheers!

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Thanks alot, the first link is the onw I've been missing for some time. I've also got the Rudin's textbook. wow. that's gonna be a whole feast of iinformation. Superb and thanks alot!

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Hi MADjestic, I'm not sure how this thread morphed from volume rendering to wave simulation, but now that it has I should point you at

http://www.odforce.net/wiki/index.php/HoudiniOceanToolkit

for an implementation of the Tessendorf ocean model.

There is a lot of info about ocean waves at this site

http://oceanworld.tamu.edu/resources/ocng_...hapter16_04.htm

And btw, if you decide you really want to get into this sort of thing you'd be better dropping your money on a maths education, than one in computer science. Even mathematicians can teach themselves how to program a computer ;)

-Drew

Thanks alot, the first link is the onw I've been missing for some time.  I've also got the Rudin's textbook.  wow.  that's gonna be a whole feast of iinformation.  Superb and thanks alot!

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Hi MADjestic, I'm not sure how this thread morphed from volume rendering to wave simulation,  but now that it has I should point you at

...

-Drew

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Well, it's pretty easy to get from voxels to waves since the math background of both deals with functions, Navier-Stokes equations, Newton's equations for fluid dynamics, Fourier transfers and all... Whenever I read something I constantly get across these topics. So I feel discomfort becaouse I don't fully understand those. And since I like comfort - I must understand them in order to feel comfortable. =) Call it "fear of the 'unknown'" :rolleyes:

Since my boss is happy with my being a composer, I try to invest as much time as I can into fundamental research - not just some implementation of some voxel engine that I might be able to make work. I strive to reach the total understanding and control of the problem. Only then I will feel happy after implementing such an engine.

Thank you for the link, it also mentions Phillips here and then. I am sure it will explain much. But first - yeah - I should invest more time and money into math and that's exactly what I am doing. Thanks for the point.

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  • 7 months later...
hey MADjestic

thats some great work there

when do u think ur code will be implemented into houdini? :blink:

Thought this thread is dead? Guess what:

- about 8 months digging math. (FFT, partial derivatives, DEs and stuff) + a couple of days to code the stuff + some fighting with the syntax of FFTW3.x (it has changed since FFTW2.x when Jos Stam first described his algorithm) and I am bit embarassed at how simple and really-realy basic the algorithm turned out to be - it's a very good step in the door to the "magic kingdom of fluids" anyway.

Nothing fancy, but here are some tests: (see attachement)

PS. it's currently 2D but it can be easily generalized to N dimension. Now working on making it 3D and user-friendly to operate + some object collisions would be nice to implement. I'll share the code a bit later.

fffluid_test.avi

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