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Fixed a small detail in the post "New PIC/FLIP Simulator"

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commit 910b01f8ad507586d78a9f6bde3009c50e435c20 1 parent 51383ec
@betajippity authored
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  1. +1 −1  _posts/2014-01-15-flip-simulator.md
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2  _posts/2014-01-15-flip-simulator.md
@@ -27,4 +27,4 @@ My simulator uses OpenVDB's mesh-to-levelset toolkit for constructing the initia
In the above video and stills, blue indicates higher density/lower velocity, white indicate lower density/higher velocity.
-Writing the core PIC/FLIP solver actually turned out to be pretty straightforward, and I'm fairly certain that my implementation is correct since it closely matches the result I get out of Houdini's FLIP solver for a similar scene (although not exactly, since there's bound to be some differences in how I handle certain details, such as slightly jittering particle positions to prevent artifacting between steps). Figuring out a good meshing and rendering pipeline turned out to be more difficult; I'll write about that in my next post.
+Writing the core PIC/FLIP solver actually turned out to be pretty straightforward, and I'm fairly certain that my implementation is correct since it closely matches the result I get out of Houdini's FLIP solver for a similar scene with similar parameters (although not exactly, since there's bound to be some differences in how I handle certain details, such as slightly jittering particle positions to prevent artifacting between steps). Figuring out a good meshing and rendering pipeline turned out to be more difficult; I'll write about that in my next post.
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