POV-Ray : Newsgroups : povray.general : about those explosions... Server Time
29 Nov 2024 23:48:29 EST (-0500)
  about those explosions... (Message 1 to 4 of 4)  
From: Zeger Knaepen
Subject: about those explosions...
Date: 13 Mar 2005 19:35:08
Message: <4234dc3c@news.povray.org>
So, I'm still trying to animate my nuclear explosion, but to do that in a
realistic way, I need a fluid dynamics simulation system.  I've been doing some
research about them, but every paper I can find, well, it's just too complicated
for me, I'm afraid :(

Is there anyone who would be willing to help me? I tried contacting Ricky
Reusser, who posted some interesting fluid dynamics animations on p.b.a, but
apparently he doesn't like to be mailed, because I can't find his emailaddress
anywhere.

Anyway, it's late, I'm tired, and I'm desperate :)

thanks in advance

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


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From: Florian Brucker
Subject: Re: about those explosions...
Date: 14 Mar 2005 07:33:10
Message: <42358486$1@news.povray.org>
Zeger Knaepen wrote:
> I need a fluid dynamics simulation system.
> [...]
> Is there anyone who would be willing to help me?

I, too, thought about implementing something like that for POV-Ray 
(simply because we already have several nice particle/mass-spring 
systems, but no real fluid dynamics). Here's why I haven't started yet:

- Real Life (as always) and other ongoing projects
- Fluid dynamics are pretty hard math (as you already mentioned)
- Speed would propably be a main issue, so the whole thing would
   end as a separate C/C++ program (don't like that idea) or as
   a patch for POV-Ray. While I really want to learn how to patch
   POV, I have frozen that project to POV 4, which will come with
   a totally rewritten source code.

There's a 2D fluid dynamics solver somewhere on the web, it's source 
code can be obtained for a $10 fee IIRC (I'm afraid I don't have the URL 
handy ATM, but I can send it to you in about two weeks). That's probably 
how I would have started.
But there are a lot of free ressources on the topic, too, as you may 
have also noticed. During my short research, I found interesting stuff 
on Wikipedia and, of course, on MathWorld (mathworld.wolfram.com).


HTH,
Florian


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From: Florian Brucker
Subject: Re: about those explosions...
Date: 14 Mar 2005 07:52:37
Message: <42358915@news.povray.org>
Zeger Knaepen wrote:
> So, I'm still trying to animate my nuclear explosion, but to do 
> that in a realistic way, I need a fluid dynamics simulation system.

Just another thought: I guess if you're only aim is to get those 
explosions right, you may get faster (in terms of development and render 
times) and propably better looking (yet not physically correct) results 
using some sort of keyframing: Put all the parameters of your explosion 
in an array, create as many states of it as you need and interpolate 
between the states with a spline. That way you can control the look of 
it to the last detail. You could even build your keyframes dynamically 
within the script to let the user change some parameters.

It would of course take some time to prepare the keyframes, but that 
would IMHO be nothing compared to writing a fluid dynamics solver. OTOH, 
a fluid dynamics solver for POV would be really cool ;)


HTH,
Florian


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From: Zeger Knaepen
Subject: Re: about those explosions...
Date: 14 Mar 2005 14:06:29
Message: <4235e0b5@news.povray.org>
"Florian Brucker" <tor### [at] torfboldcom> wrote in message
news:42358486$1@news.povray.org...
> Zeger Knaepen wrote:
> > I need a fluid dynamics simulation system.
> > [...]
> > Is there anyone who would be willing to help me?
>
> I, too, thought about implementing something like that for POV-Ray
> (simply because we already have several nice particle/mass-spring
> systems, but no real fluid dynamics). Here's why I haven't started yet:
>
> - Real Life (as always) and other ongoing projects

Real Life is a creativity-killer !

> - Fluid dynamics are pretty hard math (as you already mentioned)

probably not that hard... math is actually always quite simple, it's just, well,
very abstract from time to time, and hard to imagine what a equation really
means.

> - Speed would propably be a main issue, so the whole thing would
>    end as a separate C/C++ program (don't like that idea) or as
>    a patch for POV-Ray. While I really want to learn how to patch
>    POV, I have frozen that project to POV 4, which will come with
>    a totally rewritten source code.

a patch would be great, but an external program would be nice too :)

> There's a 2D fluid dynamics solver somewhere on the web, it's source
> code can be obtained for a $10 fee IIRC (I'm afraid I don't have the URL
> handy ATM, but I can send it to you in about two weeks). That's probably
> how I would have started.
> But there are a lot of free ressources on the topic, too, as you may
> have also noticed. During my short research, I found interesting stuff
> on Wikipedia and, of course, on MathWorld (mathworld.wolfram.com).

yes, I've found lots of resources, but it's hard to use them if you don't
understand them :-/
For me anyway


> Just another thought: I guess if you're only aim is to get those
> explosions right, you may get faster (in terms of development and render
> times) and propably better looking (yet not physically correct) results
> using some sort of keyframing: Put all the parameters of your explosion
> in an array, create as many states of it as you need and interpolate
> between the states with a spline. That way you can control the look of
> it to the last detail. You could even build your keyframes dynamically
> within the script to let the user change some parameters.

That might work, but I would like to make it more general :)

> It would of course take some time to prepare the keyframes, but that
> would IMHO be nothing compared to writing a fluid dynamics solver. OTOH,
> a fluid dynamics solver for POV would be really cool ;)

it sure would :)

cu!

--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


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