MADjestic Posted March 17, 2006 Author Share Posted March 17, 2006 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! 25228[/snapback] 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... ). 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...) 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. Quote Link to comment Share on other sites More sharing options...
rjpieke Posted March 17, 2006 Share Posted March 17, 2006 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. 25705[/snapback] 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! Quote Link to comment Share on other sites More sharing options...
MADjestic Posted March 17, 2006 Author Share Posted March 17, 2006 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! 25706[/snapback] 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! Quote Link to comment Share on other sites More sharing options...
MADjestic Posted March 17, 2006 Author Share Posted March 17, 2006 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 (Owen Phillips is the guy who mathematically and practically proved the existence of gigantic monster waves, if you remember) Quote Link to comment Share on other sites More sharing options...
rjpieke Posted March 17, 2006 Share Posted March 17, 2006 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) 25711[/snapback] 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! Quote Link to comment Share on other sites More sharing options...
MADjestic Posted March 17, 2006 Author Share Posted March 17, 2006 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! 25713[/snapback] 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! Quote Link to comment Share on other sites More sharing options...
eloop Posted March 17, 2006 Share Posted March 17, 2006 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! 25715[/snapback] Quote Link to comment Share on other sites More sharing options...
MADjestic Posted March 19, 2006 Author Share Posted March 19, 2006 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 25718[/snapback] 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'" 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. Quote Link to comment Share on other sites More sharing options...
edward Posted March 20, 2006 Share Posted March 20, 2006 I'll second eloop's suggestion for a math degree. Quote Link to comment Share on other sites More sharing options...
MADjestic Posted November 9, 2006 Author Share Posted November 9, 2006 hey MADjesticthats some great work there when do u think ur code will be implemented into houdini? 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 Quote Link to comment Share on other sites More sharing options...
Ratman Posted November 9, 2006 Share Posted November 9, 2006 Hey, that's some really nice stuff there madjestic, can't wait to see more of it Quote Link to comment Share on other sites More sharing options...
michael Posted November 10, 2006 Share Posted November 10, 2006 wow...very cool... looking forward to seeing more! Quote Link to comment Share on other sites More sharing options...
Jordan Posted November 13, 2006 Share Posted November 13, 2006 I'll second eloop's suggestion for a math degree. Any idea for those wanna spend their time at home to learn both math and programming(shader writing) ? since they have not much money to further educate themselve... (like me. ) Quote Link to comment Share on other sites More sharing options...
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