dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Bikker, Jacco | |
dc.contributor.author | Scheer, William van der | |
dc.date.accessioned | 2022-09-13T00:00:36Z | |
dc.date.available | 2022-09-13T00:00:36Z | |
dc.date.issued | 2022 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/42762 | |
dc.description.abstract | This master thesis investigates existing simulation techniques for continuum physics simulation and searches for a method that can be used for real-time simulation in a retro voxel engine. Consequently, a cellular automaton is developed that improves upon simple cellular automata for fluid simulation by modeling momentum advection and compression constraints, while maintaining the simplicity of a CA. The fluid simulation is implemented on a GPU with dynamic memory allocation and is capable of Real-Time simulation. A qualitative analysis of the visual quality of the simulation and quantitative analysis in terms of performance and memory consumption is performed. Finally, further extensions to the simulation framework and improvements are suggested. | |
dc.description.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | Methods for simulating continuum physics in a voxel environment were researched. A Cellular Automata approach was selected and developed. | |
dc.title | Cellular Automata Fluid Physics For Voxel Engines | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Cellular Automata, Fluid Physics, Voxel, Voxel Engine, Voxel Fluids, GPU, GPGPU | |
dc.subject.courseuu | Game and Media Technology | |
dc.thesis.id | 10581 | |