A modified version of the splishsplash library to integrate a pure GPU based DFSPH implementation. See the original splishsplash library at the following link: https://github.com/InteractiveComputerGraphics/SPlisHSPlasH
MIT License
0
stars
0
forks
source link
volume loss and incorrect of particle motion with a larger CELL_COUNT #2
Hello, I found some problems when running your code, I don't know if my settings are incorrect or there are bugs in the code. My scene is bigger, but the default CELL_COUNT is 256, which can't satisfy the demand, so I expanded it to some numbers bigger than 256, such as 280, 350 and so on. But with larger CELL_COUNT, some fluid particles will fly up directly and the volume of the fluid will drop dramatically (after debugging, I found that there will be a large number of particles leaving the bounding box of the outer boundary). I don't know if you know how to solve this problem, thank you very much for your answer.
Hello, I found some problems when running your code, I don't know if my settings are incorrect or there are bugs in the code. My scene is bigger, but the default CELL_COUNT is 256, which can't satisfy the demand, so I expanded it to some numbers bigger than 256, such as 280, 350 and so on. But with larger CELL_COUNT, some fluid particles will fly up directly and the volume of the fluid will drop dramatically (after debugging, I found that there will be a large number of particles leaving the bounding box of the outer boundary). I don't know if you know how to solve this problem, thank you very much for your answer.