POV-Ray : Newsgroups : povray.binaries.animations : Re: Flood of Blood (1.24 mb) : Re: Flood of Blood (1.24 mb) Server Time
20 Jul 2024 03:23:45 EDT (-0400)
  Re: Flood of Blood (1.24 mb)  
From: JRG
Date: 17 Oct 2001 14:01:49
Message: <3bcdc78d$1@news.povray.org>
Hmmm, it sounds clever. This algorithm might be use for reciprocal repulsion
as well.
I'll give it a try and post the results.
Thank you,

--
Jonathan.
"Chris Jeppesen" <chr### [at] digiquillcom> ha scritto nel messaggio
news:3bcdc15c$1@news.povray.org...
> Well, the basic alogrithm is to find the closest neighboring particle, and
> if it is within a certain distance, generate a force towards this nearest
> neighbor. The slow O(N^2) part is finding the nearest particle.
>
> What if you chopped up the space into cubes, and only looked for a nearest
> neighbor in the same cube? I assume that somewhere deep down in your
> simulation is a 1-dimensional array representing the particles.
>
> Suppose you divided the space into 10x10x10 cubes, and had a 4-dimensional
> array Neighbors[10][10][10][N_PARTICLES]. When the physics loop starts,
the
> array is cleared. When each particle position is updated, calculate which
> cube it belongs in, say <4,5,6> and write that into Neighbors[4][5][6].
Now
> when it comes time to calculate, for each particle only check for its
> nearest neighbor in the same neighbor cube. This could reduce time to
> O(1000*(N/1000)^2).
>
>
> "JRG" <jrg### [at] hotmailcom> wrote in message
> news:3bcdbc8c@news.povray.org...
> > Do you know a *fast* way to do that in POV SDL? As I said elsewhere, it
> > would be really a simple implementation, but it would be *extremely*
slow
> to
> > compute with so many particles. I could consider to implement non
> persistent
> > (sp?) particles to reduce the number of particles per frame though...
any
> > help?
> >
> > --
> > Jonathan.
> > "Chris Jeppesen" <chr### [at] digiquillcom> ha scritto nel messaggio
> > news:3bcdb821$1@news.povray.org...
> > > After staring at this animation for literally seconds, I finally
> realized
> > > what was missing: surface tension. there must be some way for a
partile
> to
> > > know if it is connected to another one and if so, is attracted to it.
> This
> > > would prevent the tiny droplets from escaping like they do now.
> > >
> > > "JRG" <jrg### [at] hotmailcom> wrote in message
> > > news:3bcc6b2a@news.povray.org...
> > > > See same thread in p.b-i.
> > > > I know I can get better compression with divx, but the quality was
> > > *really*
> > > > poor. Is there anyone who can drive me through all those encoding
> > options?
> > > > TIA.
> > > >
> > > > --
> > > > Jonathan.
> > > >
> > > >
> > > >
> > > >
> > >
> > >
> >
> >
>
>


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