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GPU Fluid Solver

Author: flux
Date: 19 Aug, 2012
Category: effect
Credits:

flux

Download

64bit

2-FluidSolverGPUDX11_1.7z
16 Jul, 2014 - 10:22
DX11 version
1-FluidSolverGPU_v2.zip
17 Oct, 2013 - 16:29
Adapts to window aspect ratio automatically
0-FluidSolverGPU.zip
19 Aug, 2012 - 00:18

Description

Fluid dynamics using Navier-Stokes equation computation on the GPU, adapted from RENDERMONKEY sample FluidFlow.rfx and NVIDIA (http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html)

Comments

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Please create a new topic in the vvvv beta forum to discuss this contribution.
lasal
19 Aug, 2012 - 00:42

Yipi! Great contribution.

sanch
19 Aug, 2012 - 03:01

awesome thx!!

catweasel
19 Aug, 2012 - 12:12

Nice work! Tried many times myself and failed dismally!

tgd
19 Aug, 2012 - 12:57

wow

CeeYaa
19 Aug, 2012 - 14:20

hui __ VVVV on LSD

u7angel
19 Aug, 2012 - 21:16

amazing!

lecloneur
19 Aug, 2012 - 22:09

massive !

sinus
20 Aug, 2012 - 10:15

fantastic! thank you. ink texture is massive.

dd

tekcor
20 Aug, 2012 - 10:53

amazing and so performance friendly!

m4d
20 Aug, 2012 - 11:10

nice port

dottore
20 Aug, 2012 - 13:39

nice indeed :)

screamer
20 Aug, 2012 - 15:21

wow, great one, it was a lot of time that i tried to convert that multipass shader without results, great great great :D

Desaxismundi
21 Aug, 2012 - 20:37

Just great! Tx.

Noir
21 Aug, 2012 - 23:20

+1

robe
22 Aug, 2012 - 08:49

SUPER! tnx

newemka
28 Aug, 2012 - 18:31

impressive!

DiMiX
31 Aug, 2012 - 10:28

spreadable... very nice!

mediadog
03 Sep, 2012 - 03:03

Fabulous. Here's a quick test I did using Xtion/Kinect points as input with a cycling input color on vimeo.

The motion, even at 512x512 and 300 iterations, is beautifully smooth. Thanks SO much, I've wanted this in a shader for ages.

Martin Zrcek
21 Sep, 2012 - 14:10

Well done

Alec
17 Oct, 2013 - 10:07

Guys, how can I adapt the final render of this contribution to a render with different aspect ratio without deforming?

flux
17 Oct, 2013 - 16:44

@Alec, have a look at the new version, that's what you need, I guess...

Alec
17 Oct, 2013 - 21:23

@flux: Yep! Thank you!

rink
30 Oct, 2013 - 15:28

Very very nice, especially with the Leap Sensor.

mrboni
16 Jul, 2014 - 11:22

Should it work to use camera tracking + optical flow to control this?

sanch
16 Jul, 2014 - 12:04

yes should work

DiMiX
16 Jul, 2014 - 14:08

how u join tracking values and optical flow?

sanch
16 Jul, 2014 - 17:56

you just need to use opticalflow shader directly on the camera input no need tracking node , then add the opticalflow shader inside the velocity pass instead of the mouse shader , and add black and white version for color in the other module. It should work , i did it once with good result.

DiMiX
17 Jul, 2014 - 23:39

Hi sanch, I just get motionblur

https://drive.google.com/file/d/0B3_69jGhaGlIZW01RkNXVG5majg/edit?usp=sharing

sanch
18 Jul, 2014 - 00:35

use a constant shader instead of the fullscreenquad , the quad can't render negative float from optical flow , inside your optical flow module set dx9texture to 32bit

lasal
18 Jul, 2014 - 14:07

Hey Sanch, thanks for the update,

btw, do you know how to generate obstacles?

sanch
18 Jul, 2014 - 15:47

yeah add a black layer in the velocityfield module, with blend mode disable or multiply

DiMiX
18 Jul, 2014 - 19:37

thanks sanch. it looks better but i have some strange explosions https://drive.google.com/file/d/0B3_69jGhaGlIU29sOXVEajgxb28/edit?usp=sharing

sanch
18 Jul, 2014 - 21:22

i'm afraid i don't have time to help atm , but i think trying to tweek optical flow param and blur the opticalflow output will help , but not sure if there is blur for 32bit dx9 .

idab
26 Jan, 2020 - 17:36

@sanch: how can I use ink texture pin? I tried to connect a texture but nothing happen. Any suggestions?

idab
31 Jan, 2020 - 16:19

Did anyone ever play with ink texture pin?

Noir
31 Jan, 2020 - 19:03

@idab I noticed this thing times ago... It doesn't work because in the pixelshader the "InkTexture" is commented (AddDensity line 68)

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