diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..8864d4a --- /dev/null +++ b/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2017 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/README b/README index 90c14ab..638a04a 100644 --- a/README +++ b/README @@ -1,6 +1,5 @@ -15662 Computer Graphics - Assignment 4 SPH Fluid Simulator -Apr. 47th -Yang Zhou (yzhou4) / Emily Zhou (zhangyaz) +SPH Fluid Simulator on GPU +Yang Zhou 0. Overview This is a real-time fluid simulation application using smooth particle @@ -21,11 +20,6 @@ faster than the original CPU version. The precomputed table is available from [2 -1.3 We wrote a simple water shader (transparent, reflective (cube map)) to render the fluid. This is done in Unity's ShaderLab/Cg shader language. -We DID NOT implement rasterization, texture importing, or model importing, -as Unity did these for us. The skybox is a free asset from Unity's asset store. -(but we made the app icon......) - - 2. System / Compatibility This application can only run on Windows (7 or higher). Also, the system must support shader model 5.0 or higher to run it (because we are doing lots of stuffs @@ -47,14 +41,6 @@ Right mouse button: rotate Camera view direction Ball interaction: Add some fun by moving a ball and let it collide with fluid! (see screen for controls) -5. Performance -Interestingly, our bottleneck does not come from SPH or Marching Cube, but -actually comes from the data transfer from GPU to CPU after generating the final -mesh triangle data. We have to do so because we need to fill those data to Unity -'s mesh data structures. If we turn off visualization, we can simulate more than -30k particles in 60 fps. However with visualization, we can barely run 10k with -acceptable framerate. (This is tested on a GTX 745). - Reference: [1] Müller, Matthias, David Charypar, and Markus Gross. "Particle-based fluid simulation for interactive applications." Proceedings of the 2003 ACM