Repository files navigation

jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

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fluid simulation in javascript

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

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fluid simulation in javascript

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

About

fluid simulation in javascript

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

About

fluid simulation in javascript

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

About

fluid simulation in javascript

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

About

fluid simulation in javascript

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0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

jsFLUIDS v.2

jsFLUIDS v.2 - A Fast, Open Source, Fluid Simulator.

Port of Fluids v.2 to javascript using emscripten.

Licensed under ZLib license.

Ported by Johannes Ahlmann, 2013-03-12, http://johannesahlmann.com

Status

  • Chrome
    • canvas
      • runs blazingly fast
      • impressively 60% of time is spent in easel/canvas
    • webgl
      • THE BOMB!
      • 34% in canvas particle renderer
      • 12% in three.js "render"
  • Firefox
    • canvas
      • runs ok-ish
      • 50% of time spent in easel/canvas
      • 15% in ComputePressureGridEv
      • 10% in emulated Math.imul
    • webgl
      • much better
      • 30% ComputePressureGridEv
      • 20% Math.imul emulation
      • 14% canvas particleRender

Todo

  • compile with closure (currently gives errors ;(
  • check performance on iPhone (probably terrible)
  • test performance improvements in fluids_v3
  • build adapter to box2d/rigid body physics
  • use stats.js for benchmarking

Original READ_ME.txt

FLUIDS v.2 - SPH Fluid Simulator for CPU and GPU.

Copyright (C) 2008. Rama Hoetzlein, http://www.rchoetzlein.com

A fast CPU and GPU fluid simulator. See website above for details.

Notes (October 2009)

  • ver 2.0: Oct 2009

    • CUDA ver 2.3 now builds with Visual Studio 2008. The build solutions for VS2005 are no longer needed or included.
    • CUDA ver 2.3 drivers are required for GPU build
    • Freeglut 2.6.0 is now used instead of GLUT
    • Both CPU and GPU projects are in the same Visual Studio solution. If you do not have a CUDA GPU, you can select and build the CPU only project inside Visual Studio. (Right click the Fluid project, select Build)
  • Press 'h' for help screen. This shows keyboard cmds available.

  • By default, GPU simulation is off. When running the fluid_gpu.exe, press 'g' to start/stop GPU simulation.

  • Disabling shadows in common_defs.h will greatly speed up the simulation (You can also press 's' to render without shadows)

  • The GPU integrator is not yet complete. Integration always takes place on the CPU, in both CPU and GPU modes. (As a result, this forces a bus transfer to and from the GPU per cycle. Once the integrator is finished, GPU simulation performance should increase significantly.)

  • Occassionally, the GPU simulation with crash cuda, causing the screen to blink and particles to move randomly. This is believed to be due to a not-yet-found out of bounds condition.

ZLib License

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

About

fluid simulation in javascript

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages