Once I was interested at Computer Graphics. I learned by myself to simulate fluid turbulence using SPH algorithm. SPH stands for Smoothed Particles Hydrodynamics. It simulates fluid as large amounts of particles and tries to depict the movement of particles instead of fluid itself. After rendering with ray-tracing, the particles perfectly act as dynamic fluid. This algorithm is well suited to simulate the interaction of fluids. Fluid turbulence has not been widely simulated so that I decide to work on this. The challenges mainly lie on the implementation of SPH algorithm and the parameter selection for particles. Followings are some screen shot from the video demo.
1. terrain generation
I used Perlin Noise to generate a rough terrain. To enhance the effect of fluid turbulence, I set different obstacles on the narrow routeway.
2. fluid turbulence
In the simulation, fluid turbulence is generated behind the pillar. When fluid passes the pillar, it is splited into two streams. When they flow over the pillar, two streams tend to flow together to the middle. In their interactivity, turbulence is generated. The last image shows solid ball's interaction with fluid.