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
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Implementation of interactive flocking simulation in the movement of fish underwater and avoidance of obstacles.
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Allows playing around with the boid behavior and interactions: separation, cohesion, and alignment.
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The boids take up the color of the group it is merging with.
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Used sprites as boids for the simulation.
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Boids can be generated as many as 1K
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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
FLUID SIMULATION
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Implementation of Dam-Break effect using SPH approach in 2D and 3D.
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The dam break effect is implemented using the mesh-free Lagrangian method called Smoothed-particle hydrodynamics (SPH) and optimized using Spatial Grid data structure.
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References: Clavet et al (2005): “Particle-based Viscoelastic Fluid Simulation”
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RIGID BODY DYNAMICS
Implementation of physics of the Rigid-Body Dynamics.
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handles impulse-based collision
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of different primitive shapes and sizes of rigid body
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edge-edge and face-vertex collision detection
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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
