Try: https://linzhouli.github.io/WebGPU-Fluid-Simulation/
Thesis (Chinese): LinzhouLi/UndergraduateThesis (github.com)
- Simulate fluid on WebGPU with Position Based Fluid (PBF).
- Use implicit boundary condition (Volume Map) to handle the boundary.
- Improving details with Surface Tension, Vorticity Confinement and XSPH.
- Fully parallel neighbor search (Hash Grid, Exclusive Scan).
- Real-time rendering fluids in screen space, smooth the depth map with Narrow-Range Filter.
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KOSCHIER D, BENDER J, SOLENTHALER B, et al. Smoothed particle hydrodynamics techniques for the physics based simulation of fluids and solids[C/OL]//JAKOB W, PUPPO E. Eurographics 2019 - Tutorials. The Eurographics Association, 2019. DOI: 10.2312/egt.20191035.
BENDER J, KUGELSTADT T, WEILER M, et al. Volume maps: An implicit boundary representation for sph[C]//Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games. 2019: 1-10.
AKINCI N, AKINCI G, TESCHNER M. Versatile surface tension and adhesion for sph fluids[J]. ACM Transactions on Graphics (TOG), 2013, 32(6): 1-8.
TRUONG N, YUKSEL C. A narrow-range filter for screen-space fluid rendering[J]. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 2018, 1(1): 1-15.
HARRIS M, SENGUPTA S, OWENS J D. Parallel prefix sum (scan) with cuda[J]. GPU gems, 2007, 3(39): 851-876.