How do we go from individual particles to a more smooth wave object?
sushain
We could interpolate between the particles to find a smooth curve?
kalebm
For anyone interested, Position Based Fluids adhere to a few principles during simulation: first and foremost, constraints on the incompressibility of the fluid are considered (make sure the fluid doesn't compress according to it's density). Then, artificial pressure is implemented within the fluid to simulate the grouping behavior of fluids. Finally, vorticity and viscosity are considered. All of this is implemented by considering neighbors of a given particle for all calculations; hence, the name "Position Based Fluids". Because things like pressure and vorticity aren't completely simulated (they are implemented in a "good enough" way, rather than explicitly keeping track of quantities such as angular momentum to simulate them accurately), this method is surprisingly fast compared to other more accurate models.
How do we go from individual particles to a more smooth wave object?
We could interpolate between the particles to find a smooth curve?
For anyone interested, Position Based Fluids adhere to a few principles during simulation: first and foremost, constraints on the incompressibility of the fluid are considered (make sure the fluid doesn't compress according to it's density). Then, artificial pressure is implemented within the fluid to simulate the grouping behavior of fluids. Finally, vorticity and viscosity are considered. All of this is implemented by considering neighbors of a given particle for all calculations; hence, the name "Position Based Fluids". Because things like pressure and vorticity aren't completely simulated (they are implemented in a "good enough" way, rather than explicitly keeping track of quantities such as angular momentum to simulate them accurately), this method is surprisingly fast compared to other more accurate models.
This video from SIGGRAPH sums the method up: https://www.youtube.com/watch?v=SmXAzGKavYk
Poor bunny. I had a stuffed bunny when I was a kid.
Is this effect very computation intense in real-time?
Take CS348C if you want to learn how to do this (and simulate this exact bunny in water)
Here is the detailed document for Rendering of 3D Fluids https://www.cs.cmu.edu/~kmcrane/Projects/GPUFluid/paper.pdf