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NiagaraFluid

Fluid simulation(SPH) and water rendering in Unreal Engine 5 Niagara(GPU simulation stage)

Demo : https://www.youtube.com/watch?v=EEXcR8ROdnM

Note : This repository is not associated with "Niagara Fluids"(Epic's official plugin). This is another implementation and uses SPH.

Computational Order : In this implementation, the computational order is O(N^2) because we are using a full search to compute the interaction. If we optimize the nearest neighbor search, this could be reduced to O(NlogN).

GIF 8-14-2022 4-22-10 PM

References

・Matthias Müller et al, "Particle-based fluid simulation for interactive applications", ACM SIGGRAPH/Eurographics symposium on Computer animation, 2003

https://dl.acm.org/doi/10.5555/846276.846298

・Doyub Kim, "Fluid Engine Development", A K Peters/CRC Press, 2017

https://www.amazon.co.jp/-/en/Doyub-Kim-ebook/dp/B01MRDA6S8

・Indie Visual Lab, "Unity Graphics Programming Vol.1", 2017

https://indievisuallab.github.io/

・monguri / UE4NiagaraSandbox

https://github.com/monguri/UE4NiagaraSandbox

・Unreal Engine 4 Content Examples (Niagara Advanced map)

https://docs.unrealengine.com/4.26/en-US/Resources/ContentExamples/

・Screen Space Fluid Rendering for Games - Nvidia

https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf

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niagarafluid's Issues

SPH or FLIP?

The Readme talks about SPH, but Unreal developers say Niagara Fluids is based on FLIP. Please provide clarification, if possible also, how resolution or viscosity are handled.

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