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CLOTH SIMULATION

Cloth simulation as a Spring-Damper system for Cloth Simulation under edge constraints, pin constraints, applied wind, and collision.

Compared results of different integration methods like Verlet, Runge-Kutta I, Runge-Kutta II, and Runge-Kutta IV. 

 

Inspiration: https://threejs.org/examples/#physics_ammo_cloth and Daniel Shiffman 

Code: https://github.com/Shrimantee/SpringDamper

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FLOCKING SIMULATION

  • Implementation of interactive flocking simulation in the movement of fish underwater and avoidance of obstacles.

  • Allows playing around with the boid behavior and interactions: separation, cohesion, and alignment.

  • The boids take up the color of the group it is merging with.

  • Used sprites as boids for the simulation.

  • Boids can be generated as many as 1K

  • On clicking any area of the screen, the boids will get attracted to it ( the food feature in the interaction panel ) and will spiral around it as fishes might act when food is given.

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  • Reference: Flocking Simulation - The Coding Train

  • Code: https://github.com/Shrimantee/FlockingSimulation

FLUID SIMULATION

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RIGID BODY DYNAMICS

Implementation of physics of the Rigid-Body Dynamics.

  • handles impulse-based collision 

  • of different primitive shapes and sizes of rigid body 

  • edge-edge and face-vertex collision detection 

  • using O3D as a Renderer - http://code.google.com/p/o3d/


Reference: Physically Based Modeling Rigid Body Simulation by David Baraff Pixar Animation Studios

Code: https://github.com/Shrimantee/RBD

 

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