Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-02-20 | Initialize cells using their equilibrium distribution | Adrian Kummerlaender | |
2019-02-18 | Use same population indexing in collide and stream | Adrian Kummerlaender | |
Increases consistency and should help to avoid confusion | |||
2019-01-15 | Add MIT license | Adrian Kummerlaender | |
2018-12-27 | Add README.md | Adrian Kummerlaender | |
2018-12-19 | Extract equilibrium function | Adrian Kummerlaender | |
2018-12-19 | Loopify density function | Adrian Kummerlaender | |
…seems to be correctly unrolled during compilation. Or at least no performance impact is visible. | |||
2018-12-19 | Use GLSL's mix function for color scaling | Adrian Kummerlaender | |
2018-12-19 | Tidy up external influence implementation | Adrian Kummerlaender | |
2018-12-18 | Hacky mouse-based fluid interaction | Adrian Kummerlaender | |
2018-12-18 | Use pressure as velocity norm display amplifier | Adrian Kummerlaender | |
2018-12-18 | Purify collide shader | Adrian Kummerlaender | |
i.e. move fluid vertex placement to appropriate vertex shader. Do not amplify or shift fluid moments in any way prior to passing it to the display pipeline. | |||
2018-12-17 | Clean up stream and collide compute shaders | Adrian Kummerlaender | |
2018-12-17 | Keep track of window size in its wrapper class | Adrian Kummerlaender | |
2018-12-17 | Try out velocity norm color mapping | Adrian Kummerlaender | |
2018-12-17 | Fix glDrawArray call | Adrian Kummerlaender | |
2018-12-16 | Filter weird origin vertex | Adrian Kummerlaender | |
The same thing occurs in computicle. I suspect some initialization / compute shader invokation problem. On the other hand: Why would that happen for the origin vertex and not e.g. the first or last vertex in memory? To be investigated further. | |||
2018-12-16 | Generate fluid display using geometry shaders | Adrian Kummerlaender | |
This should provide much more flexibility. For our purpose it would be useful if the vertex shader was executed after the geometry shader (to apply the projection matrix) but alas this is not the case. Thus the MVP matrix is applied during geometry construction and the vertex shader only provides density extraction. | |||
2018-12-16 | Regeneralize ComputeShader wrapper | Adrian Kummerlaender | |
2018-12-16 | Parametrize lattice resolution | Adrian Kummerlaender | |
2018-12-15 | Hacky D2Q9 BGK LBM on GPU using GLSL compute shaders | Adrian Kummerlaender | |
Improvised on top of computicles's scaffolding. Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement". |