Coding Adventure: Simulating Fluids

Поделиться
HTML-код
  • Опубликовано: 30 апр 2024
  • Let's try to convince a bunch of particles to behave (at least somewhat) like water.
    Written in C# and HLSL, and running inside the Unity engine.
    Source code:
    github.com/SebLague/Fluid-Sim
    If you'd like to support me in creating more videos like this, you can do so here:
    / sebastianlague
    ko-fi.com/sebastianlague
    Resources:
    matthias-research.github.io/p...
    www.ligum.umontreal.ca/Clavet-...
    sph-tutorial.physics-simulati...
    web.archive.org/web/201407250...
    Music:
    github.com/SebLague/Misc-Proj...
    Chapters:
    0:00 Intro
    0:27 Gravity and Collisions
    2:31 Smoothed Particles
    3:55 Calculating Density
    7:53 The Interpolation Equation
    11:58 Gradient Calculations
    15:38 The Pressure Force
    19:19 Trying to Make it Work...
    22:05 Optimizing Particle Lookups
    26:31 Spatial Grid Code
    27:48 Position Predictions
    30:32 Mouse Force
    33:22 Artificial Viscosity
    36:46 Pressure Problems
    39:51 Bugs
    41:06 Parallel Sorting
    43:22 Some Tests and Experiments
    44:47 The Third Dimension
    47:23 Outro
  • РазвлеченияРазвлечения

Комментарии • 2,8 тыс.

  • @SebastianLague
    @SebastianLague  6 месяцев назад +2433

    Hi everyone, I hope you enjoy the video! This is a topic I’ve been wanting to tackle for ages, but have always found a bit intimidating to get started with.
    So I’m happy to have finally dived in! Let me know if you have any suggestions for improving it, or ideas for future projects.
    In other news, I’ve recently created a Ko-Fi page where it’s possible to support my work with a one-off contribution (as opposed to the monthly pledges on Patreon).
    No pressure of course, but if that’s something you’d like and are able to do, you can find the page here ko-fi.com/sebastianlague

    • @SebastianLague
      @SebastianLague  6 месяцев назад +108

      ​@@sfsasteroid1 Yes, I definitely want to get back to that project. Hopefully soon!

    • @ivanalantiev2397
      @ivanalantiev2397 6 месяцев назад +8

      I liked the video overall, but the first half was a slog to watch through. I like how acerolla approaches writing a script for that, maybe you could do something similar if there's lots of math involved.

    • @xu_fengxuan
      @xu_fengxuan 6 месяцев назад +6

      Could you also create more videos about shaders and how beautiful and realistic they make the “world”?

    • @dominicmcg2368
      @dominicmcg2368 6 месяцев назад +21

      I wrote a reply before but I think it was removed because I included links. Anyway, I highly suggest you look into a fluid simulation method called FLIP (Fluid Implicit Particle), it's also primarily a Lagrangian or particle based method, like SPH, but it achieves improved conservation of quantities like density, and better divergence, by incorporating aspects of finite volume simulations, so it should address many of the issues you've noticed so far with pure SPH being more gas like. Considering you already have the particle code working, building an implementation of FLIP should be fairly easy as most of the changes it requires are calculating some quantities like velocity on a fixed grid rather than at particle locations. FLIP also happens to be one of the default fluid simulation methods used by commercial software such as Houdini, and is available as a very popular Blender addon too, so there's boatloads of work that's gone into optimising, much of which is available for free online. The paper I linked before was titled Flip: A low-dissipation, particle-in-cell method for fluid flow, if you want to learn more.

    • @stonefreak5763
      @stonefreak5763 6 месяцев назад +4

      I'd love for you to make a truly incompressable simulation, since this might also allow you to simulate stuff like sand or wheat

  • @clavetsi
    @clavetsi 6 месяцев назад +5542

    The near-density trick was something I came up with for my master's thesis 18 years ago, and nobody mentioned that they were using it before today. It took a long time, but it was worth it in the end because I got my name in one of best videos on youtube. Thank you Sebastian.

    • @SebastianLague
      @SebastianLague  6 месяцев назад +970

      Thank you for the super-helpful paper, and I’m so happy you liked the video!

    • @Ben-rz9cf
      @Ben-rz9cf 6 месяцев назад +125

      I'd say that deserves at least a like

    • @Dr.Kay_R
      @Dr.Kay_R 6 месяцев назад +79

      Damn. Masters of tech! Thanks for everything!

    • @JavSusLar
      @JavSusLar 6 месяцев назад +13

      Maybe the same behaviour can be obtained by including a local minimum to the "interaction" function, so that particles tend to keep a certain distance to their neighbours, not more not less. The constant density would be an emergent property.

    • @JavSusLar
      @JavSusLar 6 месяцев назад +8

      A local minimum in the interaction function would also provide a "boiling point": if the energy of the particles is higher than the well depth, the particules break their "bond" and fly with more freedom.

  • @fxzn
    @fxzn 6 месяцев назад +1820

    The worst part about Sebastian Lague videos is that they end.

    • @VivaanTheCraft3r
      @VivaanTheCraft3r 6 месяцев назад +31

      Absolutely HATE when that happens :(

    • @stickguy9109
      @stickguy9109 6 месяцев назад +3

      Ong😭

    • @Vextrove
      @Vextrove 6 месяцев назад +19

      The best part is that my memory isn't infallible, which means I can rewatch old videos

    • @lucbloom
      @lucbloom 6 месяцев назад +2

      Wisdom to put on a bathroom tile and hang in your kitchen.

    • @TheMagicat
      @TheMagicat 6 месяцев назад +2

      He is my favorite tumblr scrimblo

  • @jucom756
    @jucom756 6 месяцев назад +807

    I love how one of the bugs you try to fix is just emergent surface tension.

    • @MasterofTheDucks
      @MasterofTheDucks 6 месяцев назад +32

      That's what even I thought

    • @KipIngram
      @KipIngram 6 месяцев назад +84

      Yes, I thought the same. That's likely exactly what it's supposed to do. There's no pressure from the other side, and that affects the distribution of particles.

    • @Rothron
      @Rothron 6 месяцев назад +65

      It is sort of like surface tension but not really. Because of the function he picked, his water is compressible. And it shouldn't be.

    • @Owen_loves_Butters
      @Owen_loves_Butters 6 месяцев назад +13

      @@RothronThat can be mostly fixed by turning up the pressure multiplier.

    • @rileywheb4444
      @rileywheb4444 6 месяцев назад +10

      @@Rothron Only weakly compressible, right?

  • @michellinzer4881
    @michellinzer4881 6 месяцев назад +592

    He is the Bob Ross of Coding. He is like: „Lets put a happy little rekursive non-linear differencial equation of sixt order here.“ I love it!

    • @ragingram2
      @ragingram2 6 месяцев назад +9

      absolutely spot on!

    • @0.Andi.0
      @0.Andi.0 4 месяца назад +18

      "This bug is a happy accident if you look at it this way"

  • @OddlySpecificGaming
    @OddlySpecificGaming 6 месяцев назад +514

    The real insane part of these videos isn’t the coding is the visualisation of the coding at the same time to make it so that non coders can understand clearly, I love these videos

    • @MayaPapaya497
      @MayaPapaya497 6 месяцев назад +24

      Even people who do code benefit from the beautiful visualizations! It's just an all around great thing to include
      Kind of like how accessibility features benefit everyone
      I like this channel a lot 😊

    • @adrianstarfinger5721
      @adrianstarfinger5721 6 месяцев назад +7

      It's insane how much time he invests for visually explaining clips that end up being 10 seconds, while they can easily sometimes take hours to create

    • @MightyBOBcnc
      @MightyBOBcnc 6 месяцев назад +3

      @@MayaPapaya497 Honestly, yeah I wish programming tools had those sorts of visualizations right out of the box. It would make debugging so much easer and less mentally abstract if you could see what was happening.

    • @ryanmccampbell7
      @ryanmccampbell7 5 месяцев назад

      Honestly making everything as interactive and visualizable as he does is probably as much or more work then just getting the actual equations to work. Though I guess Unity helps a lot with that.

    • @muradm7748
      @muradm7748 4 месяца назад

      unity ❤

  • @batimius
    @batimius 6 месяцев назад +2342

    Sebastian Lague never disappoints. I am astonished by how much a single man can accomplish, and at the same time, how much he can teach others. The 48 minutes that this video lasted felt more like 10 because of how enjoyable and informative it was. I can't wait to see how the finished product will look like. Amazing work!

    • @murmeldin
      @murmeldin 6 месяцев назад +28

      My problem is that these videos are often a bit too complicated to wrap my mind around, and therefore I have to watch them twice to understand. But that's probably also because I'm not a native speaker.
      Despite that, this channel is one of the best in explaining.

    • @hypertizer
      @hypertizer 6 месяцев назад +4

      ​@@murmeldinAlthough I really like his videos, I do not believe that he codes these projects alone.

    • @TheStolenBattenberg
      @TheStolenBattenberg 6 месяцев назад +48

      @@hypertizerWhy? Most of the time his projects are based on well documented techniques. He consistently mentions using papers and reference material - that’s really all you need to implement this stuff.

    • @Rick104547
      @Rick104547 6 месяцев назад +24

      Its very much possible to do all this coding alone. Just takes patience, skill and persistence.
      Remember the research was already done in the papers. Not saying it's easy but any decent software engineer should be able to figure out a implementation.

    • @nullzishere
      @nullzishere 6 месяцев назад +19

      @@hypertizer if someones gonna take like months to upload videos I'm sure he's doing it by his own

  • @user-rb7vs5bx6b
    @user-rb7vs5bx6b 6 месяцев назад +359

    This is probably the only channel where I can watch an almost hour long video and not get bored for a tiny second

    • @MrSquares
      @MrSquares 6 месяцев назад +4

      fr bro

    • @playbird9009
      @playbird9009 5 месяцев назад +7

      While not understanding half of the stuff happening lol

    • @daffa_fm4583
      @daffa_fm4583 4 месяца назад +4

      i didnt even realize it was almost an hour long

    • @Basuliic
      @Basuliic 4 месяца назад +1

      the visualization here is better than marvel sgi

    • @MrSquares
      @MrSquares 4 месяца назад

      You do realize that all of NY city was cgi. so I wouldn't go that far, but his visualizations are very impressive none the less.@@Basuliic

  • @lordesfairgenug
    @lordesfairgenug 6 месяцев назад +23

    Good throwback to my old times as a molecular dynamics scientist :)
    Heating up of your simulation:
    This is normal and happens for different reasons, the biggest contribution is certainly that your forces are cut off and discretized. There is a difference for incoming and outgoing particles (whenever particles bounce, they heat up a little bit, because not everything is perfectly symmetrical over time). The only way to solve this with 100% correct physics is to go via action integral solutions, which is absolutely not feasible for a simulation of that size, that is why even physicists don't use that for molecular dynamics (MD). The easy and cheap way here to go is to introduce a thermostat, which for example every 100 or 10k frames readjusts the temperature, by shifting the speed of each particle a bit more in the direction of the desired speed. In your case you don't need to care about real temperature, just pick an average speed that you are aiming for, which means you still set the temperature but don't know the value in terms of K or °C.
    Incompressibility:
    Be happy you don't have it. You don't want it. It is not a good thing for discrete particle simulations. This is something for totally different methods like finite volume/element simulations, density functional and such things. If you have discrete particles exchanging forces, don't try incompressibility. It is unphysical and it only works in more abstract and less close to real physics. Even in these fields it ends up with singularities and problems everywhere, ask people who try to model turbulence ;-)
    Behavior at the boundaries:
    This is no surprise. You have this behavior because the particles at the edges do not have any force pulling on them from the other side. They only have forces pulling on them from the inside and along the boundary but not from outside. This increases their local density there. In MD simulations there are several solutions for this. Often simulations have periodic boundary conditions, then this problem is mostly gone. In your case this is not a solution. You can have a background field that is outside of the box, which is calculated from what is happening inside the box, fast fourier transform is used to calculate that cheaply, this basically means that you copy your box abstractly into each direction, so the particles feel long distance forces from all sides. This is really important for MD simulation to get proper bulk behavior of materials, but in your case this is absolutely not necessary as you do not care if your fluid has a realistic volume viscosity, density, temperature / pressure relation etc. pp. You don't care about physical correctness, so you don't need to go that costly route (especially coding it from scratch). Another solution is to not have "neutral" walls. Your walls can have forces too, which results in the walls being sticky or repulsive, changing the behavior. The easiest solution would be to put ghost particles on the walls, which just emit the same forces as your other particles, but do not receive anything and do not move ever. This is often used in simulation of pores and confined materials. The ghost particles will certainly imprint a structure on the wall (and pull real particles into that structure), which you might not desire. In that case a homogenous wall force might be more what you are looking for, that is basically the same thing, but smooth, so that particles do not stick to certain points on the wall, but just still glide, without higher local density.

  • @Danidev
    @Danidev 6 месяцев назад +4457

    Super cool video! We need part 2 👁👄👁

    • @nkkls
      @nkkls 6 месяцев назад +140

      yoo! danis here (im a big fan

    • @lowpolygons8562
      @lowpolygons8562 6 месяцев назад +198

      you need a part 1 to literally anything first bro 😭

    • @davidemmanuel9418
      @davidemmanuel9418 6 месяцев назад +96

      Duuude, where you been?

    • @Gapi505
      @Gapi505 6 месяцев назад +137

      He isn't dead! :)

    • @5x9x
      @5x9x 6 месяцев назад +72

      Yo, its the milk man! His milk is delicious

  • @AngeTheGreat
    @AngeTheGreat 6 месяцев назад +231

    This is extremely cool! There's something about the combination of particle-based systems and fluid simulations that is fascinating. I ran into a lot of the same problems while trying to implement a particle-based fluid visualization where the underlying simulation is not actually particle based. A lot of the techniques you showed would definitely be applicable to this problem and I'll look into them a bit more. My solution was just giving up on trying to match the density with the particles and instead make the particles act more like dust that is pulled and pushed by the fluid's motion. It works alright but suffers from its own set of issues... Anyway, great video as always!

    • @SebastianLague
      @SebastianLague  6 месяцев назад +92

      Thank you! I don't know if I've said before, but your simulations are super impressive and always really fascinating to watch. I'm excited to catch up on the latest videos (now that I've finally finished editing this)!

    • @arthurblack-petersen4213
      @arthurblack-petersen4213 6 месяцев назад +9

      Omg its the engine simulator guy. Huge fan

    • @1e1001
      @1e1001 6 месяцев назад +3

      woah it's the trumpet simulator person

    • @AaronStatic
      @AaronStatic 6 месяцев назад +2

      Please do a collaboration, you two!

    • @SuperFireMatt
      @SuperFireMatt 6 месяцев назад +1

      ​@AaronStatic I do think if two or three of these GOAT coders worked together they would fix humanities problems. Genius

  • @KipIngram
    @KipIngram 6 месяцев назад +144

    I personally would love to see a "deep dive walkthrough" on you porting this to the GPU. It seems like a great vehicle for introducing a lot of people to GPU programming. You mostly did that part "off screen" here - those details would be hugely interesting, I think.

    • @casperkant
      @casperkant 4 месяца назад +1

      I think he made a video on compute shaders where he goes over a lot of the techniques.

    • @bluevisor
      @bluevisor 3 месяца назад

      ditto this request! And please do it in taichi!

    • @Yewtewba
      @Yewtewba Месяц назад

      I found that analysing and modifying his marching cubes terrain source code was really informative.

  • @felipea.barretto7503
    @felipea.barretto7503 6 месяцев назад +89

    It's so fun to watch these as a physicist! On the one hand, if feels like you get just enough of the physics to follow along with your project, and I, on the other hand, get just enough of the programming to follow along with your video.
    It's also so cool to see you implementing these ideas. One of my favorite youtube series for sure.

    • @ashlysherief3850
      @ashlysherief3850 4 месяца назад +3

      Hello Fellow Physicist!
      Can you tell me what kind of engine does real life use to simulate Millions and billions of particles (Atoms) and make them interact with each other seamlessly? I mean.. is there even an engine? or is there something else at play here?
      I've been wondering that for the longest time 😭

    • @user-gi7vi9gm4t
      @user-gi7vi9gm4t 4 месяца назад +3

      @@ashlysherief3850 oh yeah real life uses a very complicated engine it is called physics and it has no documentation

    • @FabioMazza
      @FabioMazza 3 месяца назад

      @@ashlysherief3850 Gromacs, NAMD, Amber, OpenMM are the most used ones if we're talking about fairly accurate, atomistic, classical simulations. And yes, with multi-gpu or even better, multinode clusters they can simulate even tens or hundreds of million of atoms. They get nowhere near "real time" speed though. Usually it takes months to accurately model big biomolecular systems for just a few tens of microseconds, or a few milliseconds. The problem is that atoms are really really fast, so your simulation step must be about a few femtoseconds. The faster you allow your particles to go, the slower will be the simulation, and with realistic atomist systems you really don't have a choice. BTW they mostly use the leapfrog (Verlet) method for the integration of the equations of motions, which Sebastian mentions, but then they also add stochastic terms in order to sample from the correct distribution of temperatures and pressures.

    • @kstxevolution9642
      @kstxevolution9642 3 месяца назад +2

      @@user-gi7vi9gm4t yeah the coder who came up with it doesnt seem to be answering any emails and apparently left the project as it is a long time ago

  • @HeisenbergFam
    @HeisenbergFam 6 месяцев назад +776

    Sebastian comes back every once in a while like a Santa to bless us with heavenly vibe

    • @catguy265
      @catguy265 6 месяцев назад +1

      fr

    • @penewoldahh
      @penewoldahh 6 месяцев назад +12

      you have great taste in the videos you comment on

    • @wChris_
      @wChris_ 6 месяцев назад

      This is number 91

    • @sussy-coder
      @sussy-coder 6 месяцев назад

      stop appearing everywhere PLEASE

    • @Nae_Ayy
      @Nae_Ayy 6 месяцев назад

      @@penewoldahh You think they have great taste because they comment on literally every popular video, so the ones you watch you will see their comment.

  • @LHInstrumentals
    @LHInstrumentals 6 месяцев назад +404

    Developing these prototypes requires a lot of work. The fact you go the extra mile to create visual graphs on what is currently taking place using the Editor itself and no editing tricks is ridiculous, you take a great deal of pride in your work! You are a very smart man!

    • @hurktang
      @hurktang 6 месяцев назад +10

      I think at his level, trying to learn editing tricks would be slower.

  • @user-pc2rz9xv2g
    @user-pc2rz9xv2g 6 месяцев назад +22

    Very impressive. I also like the fact that you don't hide your mistakes.

  • @alexbroaddus2380
    @alexbroaddus2380 6 месяцев назад +74

    The way you timed up the music with the waves at 45:58 was so clean 🤌 love the production quality you put into these videos

  • @thecakecraft7724
    @thecakecraft7724 6 месяцев назад +596

    Sebastian didn’t end his video with “cheers”.
    My conclusion is that he’s been kidnapped and had to send a secret message that only we’d understand something was weird about.
    The chessbots must have finally got him.

    • @Harry-kt3lk
      @Harry-kt3lk 6 месяцев назад +18

      Read this before I've finished the video, son's crying now... Cheers.

    • @robrobusa
      @robrobusa 6 месяцев назад +6

      I feel like he's smiling through his teeth the entire video.

    • @ChrisD__
      @ChrisD__ 6 месяцев назад +3

      I'm pretty sure his cat made this one. The cat was covering the keyboard in almost every shot.

  • @Oziji
    @Oziji 6 месяцев назад +226

    An absolutely classic Lague video

  • @chimpana
    @chimpana 6 месяцев назад +30

    I did a compsci degree at a decent university many years back... this video is astounding quality and right up there in terms of lecturer quality... and it's free!

  • @Maxy.waxyyy
    @Maxy.waxyyy 6 месяцев назад +43

    I love how the water particles simulate adhesion and cohesion naturally… so cool… (33:05)

  • @RealLukeLudicrous
    @RealLukeLudicrous 6 месяцев назад +171

    Have been waiting for a fluid simulation video for 10 years, thank you Sebastian.

    • @SebastianLague
      @SebastianLague  6 месяцев назад +92

      I'm not sure it can live up to 10 years of anticipation, but I hope you enjoy it nonetheless :) Definitely a topic I'll be exploring more in the future too.

    • @MrTitaniumCreeper
      @MrTitaniumCreeper 6 месяцев назад +7

      @@SebastianLague any ideas for future experiments involving AI-related algorithms? I would love watching a revisit to Ecosystem Simulation (probably one of my favourites) with Q-Learning, perhaps

    • @ChuckSploder
      @ChuckSploder 6 месяцев назад +1

      Gonkee has a similar video, but he doesn't explain how it works

    • @account9949
      @account9949 6 месяцев назад +2

      Great video dude@@SebastianLague

  • @NeverSink
    @NeverSink 6 месяцев назад +238

    This is truly inspiring and the production quality is amazing as well, thank you!
    I also picked up a few notes for spatial search optimisations I'm excited to try out in my little evolution sandbox simulator

    • @SebastianLague
      @SebastianLague  6 месяцев назад +44

      Thanks! And that's awesome, I'm happy to hear it!

    • @kalledk21
      @kalledk21 6 месяцев назад +13

      Excited to see fluid sims in my poe filters 👌

    • @xu_fengxuan
      @xu_fengxuan 6 месяцев назад +6

      Truly amazing how this comment is reading as created 21 hours ago when the video was uploaded an hour ago

    • @NeverSink
      @NeverSink 6 месяцев назад +2

      @@kalledk21 Haha, that's one way to liquify your currency in Path of Exile I suppose :)

    • @strelnagaming
      @strelnagaming 6 месяцев назад

      ​@@xu_fengxuanim pretty sure members get early access

  • @adaloveless3904
    @adaloveless3904 5 месяцев назад +1

    Absolutely wonderful video! I really like that you kept many of the fumbles and mistakes in the video and showed the thought process exactly the way an experienced programmer might or should, instead of just showing us the complex end result. Really looking forward to seeing how you turn the particles into a rendered result. Great video!

  • @birb4415
    @birb4415 6 месяцев назад +8

    I barely understand anything about how coding works, but your videos are not only relaxing, but somehow make it so easy to understand whats actually happening. Always are great day when a new Coding Adventure releases! Also, cute cat.

  • @LevTheDev
    @LevTheDev 6 месяцев назад +78

    Not only did he learn these concepts and teach them, he built an interactive tool to use as a presentation aid.

    • @alpani6805
      @alpani6805 6 месяцев назад +5

      Not to take from his amazing work but I'm pretty sure he is using Unity. It's free if you want to try and experiment a bit yourself :)

    • @avananana
      @avananana 6 месяцев назад +15

      @@alpani6805 Yes, we are all well aware of that. But what LevTheDev is referring to is that Sebastian goes out of his way to code interactive simulations for things like the smoothing curves and whatnot as a means to help explain things. It's a lot of work for little progress on the project itself, but helps the audience a lot.

    • @schnitzelhannes6431
      @schnitzelhannes6431 6 месяцев назад

      Better use Godot and dont support those Unity poopheads @@alpani6805

  • @CriticalMonkey623
    @CriticalMonkey623 6 месяцев назад +274

    It would be cool to see how different particles dispersed in the fluid. Like, start with 50% red particles and 50% blue and just watch them mix and diffuse.

    • @ZombieChicken-X
      @ZombieChicken-X 6 месяцев назад +6

      you can kind of already see that, red just means fast and blue slow. When the waves crash you are effectively seeing that

    • @Operational117
      @Operational117 6 месяцев назад +24

      @@ZombieChicken-X
      Except that color is just velocity. He wants discrete red and discrete blue particles mixing, with no velocity shading.
      But just mixing 50-50 red and blue particles won't do us any good unless the particles are smaller than a pixel and there are at least two particles per pixel. Obviously, this massively increases the simulation time, even with the cell-based simulation method, so unless we actually use the GPU to calculate all of this, it's computationally unviable at the moment.
      However, I'm certain one could emulate this by creating a smoothed color gradient using the smoothing circle and gradually shifting each and every particles' color towards this average at their location., performing this shift on the HSV color system.

    • @ZombieChicken-X
      @ZombieChicken-X 6 месяцев назад

      @@Operational117 I dont understand, so like mixing two cups of water? Or mixing water and milk

    • @goldenbananas1389
      @goldenbananas1389 6 месяцев назад +6

      @@ZombieChicken-X imagine a cup water but colored with red dye and one with blue dye and mixing them together watching the colors diffuse and disperse. he doesnt want to see the velocities, he wants to see diffusion of basically two different liquids

    • @ZombieChicken-X
      @ZombieChicken-X 6 месяцев назад

      gotcha@@goldenbananas1389

  • @honza4471
    @honza4471 6 месяцев назад +2

    Just came across your channel and as a fluid dynamics student who's starting his thesis using SPH and I'm super excited to see this and I love your approach! It's an awesome video and I'm definitely gonna stick around for more coding adventures! Thank you and have a lovely day

  • @2pringles
    @2pringles 6 месяцев назад +45

    Something i think would be cool to see is a simulation with different liquids, different colors, viscosity, weight, ect, and have them collide together to see how they diffuse and mix together 😮

    • @jemakrol
      @jemakrol 6 месяцев назад +5

      I'd love to see some sort of implementation of adding energy - as in heating the liquid. You could then not only plat with different kinds of liquids but watch how they behave if temp goes up. Something like that

  • @kallethoren
    @kallethoren 6 месяцев назад +95

    You're like the Bob Ross of coding! Always a great day when you upload 😁

    • @crakhaed
      @crakhaed 6 месяцев назад +4

      No bugs, only happy accidents lol

  • @mr.inconspicuous6395
    @mr.inconspicuous6395 6 месяцев назад +26

    Here's a rogue idea for how the fluid sticks to the bounding box:
    Make the walls of the bounding box a little bit "elusive" by making it strongly repulse the particles instead of preventing the particles to go past it.
    This will prevent the particles from sticking to it and instead should bounce off of it. Hopefully.

    • @Josbird
      @Josbird 6 месяцев назад +5

      That would make sense since the wall is also made of particles in real life!

    • @siltax2814
      @siltax2814 6 месяцев назад +5

      I think that's only the half story, but in its core it's the right idea. The particles accumulate because there is no force coming from the walls that tell the to go in the other direction. So particles must accumulate until a certain threshold is reached that roughly represent the force that would be introduced by the wall. Almost the same logic applies to the surface.
      Anyway I think you would need some kind of logic that flags particles in a way to determine if they contribute the the rendering of the surface or not, so you should be able to give them special treatment based on this flag. In the case of the walls simply apply the force they experience in opposite direction regarding the angle of the wall, aka dot product.
      If I'm not mistaken that should result in evenly spaced out points throughout the walls.
      The actual surface of the water is a little different there is a factor involved that is more closely related to surface tension.

    • @schwatoo
      @schwatoo 6 месяцев назад +2

      Just make the visual edge of the wall outset from the "physical" edge of the wall. It's a quick and dirty hack but it would look fine.

  • @nurofen127
    @nurofen127 6 месяцев назад +2

    Thank you for the journey. It was great and satisfying to watch how you handle pretty complex problems of this project.

  • @cathalredmond4789
    @cathalredmond4789 6 месяцев назад +48

    0:38 Sebastian: "Let's keep track of the particle's position and velocity." Heisenberg: "Am I a Joke to you?"

  • @DaveeeOnTop
    @DaveeeOnTop 6 месяцев назад +17

    That 3blue1brown plush was so fitting with the math refresh, glad to see him also enjoy the obscure math problems and their explanation

  • @yoyobro98
    @yoyobro98 6 месяцев назад

    You have genuinely changed my life, your videos have been a landmark for my development as a programmer and also reaffirming my interest in game development. I started game development at first just through loving games, but you have a way of presenting game development that made me love it as much as a love games themselves. Keep doing it❤️

  • @mlisic431
    @mlisic431 6 месяцев назад +65

    As someone who works with SPH I am almost bursting of joy.
    Thank you so much @SebastianLague
    Consider using Artificial Viscosity (Monaghan et al.), diffusive density terms (Antuono et al.) and particle shifting technique (Sun et al.) to improve your simulation. Make sure your CFL conditions are correct. You can use kernel corrections to improve accuracy at the fluid boundary (Sheppard or CSPM (expensive)). For surface tension, use the CSF model (Morris is a simple enough model).

    • @user-wz8hj5fl4r
      @user-wz8hj5fl4r 6 месяцев назад +2

      Not having any experience in the field i just assumed the boundary conditions arrise since he does not consider the density outside the bounding box or the pressure of the "air" obove, so his pressure gradients push particles outwards

    • @mlisic431
      @mlisic431 6 месяцев назад +6

      Not quite. Allow me to make it a little more abstract:
      SPH is a way if interpolating a mathematical function (or continuous field in 3D), but it depends on particle distribution. If you want to approximate the constant number 1, you calculate = sum(1 * vol_j * W_j), with symbolizing SPH approximation, volume and kernel W. Ideally that would sum to 1, but at boundaries you don't have particles everywhere, so you get an error.
      Conseptually, a "missing particle is like interpolating 0. (0 * vol_j * W_j)
      That also arrises when particles move and have uneven distributions.
      For function interpolation (no derivate) that's pretty easy to fix: you just normalize = sum(f(x) * vol_j * W) / sum(vol_j * W)
      But for the gradient you have directionality (+/-) in 3 dimensions (x,y,z). Thus matrix calculation and getting their inverse is required. And this procedure is called corrected Corrective Smoothed Particle Method (CSPM). It is zeroth order consistent (constant gradients remain constant).
      There are higher order accurate schemes for gradient correction (e.g. Finite Particle Method (FPM), 1st order consistent), which are more taxing
      In summary: Because particles aren't evenly distributed everywhere, you need to correct your methods, which approximate the math of the governing physics that drive your simulation, in order the accurately approximate the physics. For gradiends, depending on accuracy use CSPM (0th) or FPM (1st)

    • @user-wz8hj5fl4r
      @user-wz8hj5fl4r 6 месяцев назад

      Oh wow thats a lot for a non native speaker :D but if i get you right we correct the gradients based on the assumption that we have somewhat mundane situations (air pressure=water pressure at the surface etc) and dont look at situations like venting water into the vacuum of space or something which would lead to valid extreme changes in gradient direction?@@mlisic431

    • @physbuzz
      @physbuzz 4 месяца назад

      @mlisic431 Ahh that's awesome, thank you for all of the information! I have a question if you wouldn't mind taking a look at it! I implemented a realistic ideal gas SPH with an adiabatic equation of state. So I can simulate thermodynamic things like adiabatic expansion; also it's not too hard to add conduction (Monaghan has a good lecture where he discusses that as well, Introduction to SPH by Monash Astro here on youtube). But I'm wondering how one would go about modeling a classic irreversible thermodynamic process: free expansion.
      I guess that I'll start by looking at the literature on explosions with SPH, but if you have any recommendations that would be fantastic!

    • @mlisic431
      @mlisic431 4 месяца назад

      hey. I've worked with thermal expansion only in liquids and made bad experience in terms of stability of wcsph. I'm lacking hands on experience with gas phase. In my case i replicated a benchmark proposed by russell et al. "Numerical simulation of laser Fusion additive manufacturing processes using the SPH method." 2018. That is 2D free surface delta-SPH. I reckon Test1 fits your purposes.
      My intuition tells me that for big expansions, adaptive smoothing length might be worth looking into, to maintain stability (dont forget to average smoothing length upon particle interaction to maintain symmetry). I didn't implement that at the time.
      Be mindful of kernel correction at the free surface. Make sure your pressure term registers empty particles as a vacuum (i'd have to investigate, but assymmetric pressure term doesnt work, pressure can't be centered around 0 (like Russell))
      I hope that helps as a starting point

  • @felippemiguel6751
    @felippemiguel6751 6 месяцев назад +563

    Sebastian Lague: new video \0/
    All programmers while watching: “This part of my life, this little part, is called happiness”
    Thank you.

    • @critical_always
      @critical_always 6 месяцев назад +8

      Well said.

    • @crakhaed
      @crakhaed 6 месяцев назад +5

      That's beautiful :')

    • @silvertakana3932
      @silvertakana3932 6 месяцев назад +5

      This relates harrrd

    • @valeriynefedov5629
      @valeriynefedov5629 6 месяцев назад +5

      That perfectly describes my perception of those videos

    • @jeroencommandeur
      @jeroencommandeur 6 месяцев назад +2

      That made me smile, as did the video. Thank you! 🙂

  • @darkstar76
    @darkstar76 6 месяцев назад +45

    this guy can make the most complicated concepts digestible and he has a calming voice and amazing editing

  • @Skeffles
    @Skeffles 5 месяцев назад

    Fantastic to see the simulation and hearing about how you made it! I can't wait to see where you take this.

  • @lucasf.v.n.4197
    @lucasf.v.n.4197 6 месяцев назад +1

    amazing man; way to go; I can't wait to see the future video; more videos on fluids are always welcome!

  • @waffles6132
    @waffles6132 6 месяцев назад +86

    I love how humble and determined he is.

  • @YitzharVered
    @YitzharVered 6 месяцев назад +41

    I've done some fluid mechincs lately, and was utterly shocked (positively, of course) when I saw how fluid like you got it to behave sheerly through trying to enforce incompressibility. Very impressive!

  • @Pavel10017
    @Pavel10017 6 месяцев назад +12

    I’d love a video on how these animations are made. Beautiful.

  • @netomtoloko01
    @netomtoloko01 6 месяцев назад +1

    My handsome fellow youtuber, I subscribed in your channel because of some cool Blender rigging tutorials and... here we are, 8 years later and you still amazes me with your videos. You make programing a lot more fun, thank you

  • @charliezard64
    @charliezard64 6 месяцев назад +92

    The production value, education, and accessibility of Sebastian Lague’s videos is astounding. Keep up the great work! ❤

  • @cognisent_
    @cognisent_ 6 месяцев назад +94

    I feel like "on the brink of pandemonium" describes many of your projects 😂. This was both technically interesting and beautiful, like so many things you make.

  • @pindab0ter
    @pindab0ter 6 месяцев назад

    Absolutely amazing. One of the fastest three quarters of an hour I’ve experienced. I’m loving the iteration: from idea, to concept, to good enough, a bit of polish, and on to the next idea. I can’t wait till the next one!

  • @viktordominguez
    @viktordominguez 6 месяцев назад

    God I love these videos! Love seeing you go through the steps and explain your thinking. This was a blast watching, can't wait to see what you do next

  • @Tomsbax
    @Tomsbax 6 месяцев назад +56

    It's always a good day when you post a new video. As always the effort you put in and the amazing simple explanation of a complex topic is much appreciated so thank you a lot for everything.
    What a legend

  • @Hailfire08
    @Hailfire08 6 месяцев назад +12

    Awesome video! I've been reading a lot on fluid simulation, mainly focusing on gases.
    The reason using the predicted position works is because either way, you're incurring some O(dt^2) error, but using the predicted position has an error which tends to slow down the particles, while the initial position tends to speed them up.
    Consider a particle sliding in a bowl. If you use the position at the start of a timestep, it'll be higher up the bowl and see a larger speeding-up force when it's sliding downhill, and when it's sliding uphill, it'll be lower down and see a weaker slowing-down force. So you end up consistently speeding up the particle. The opposite happens when you use the predicted position. And that's also why the simulations at 30:00 diverge - the smaller the timestep, the more similar the predicted/initial positions become, and the closer you are to the exact value.
    The most physically realistic solution is to use a higher-order integrator (e.g. RK4) so your error becomes O(dt^5) and small enough to neglect. Then apply some viscosity to achieve the damping you were previously getting from your O(dt^2) error. (There are also other "symplectic" integrators which are designed around conserving energy, which you can also get higher-order versions of.)

    • @Hailfire08
      @Hailfire08 6 месяцев назад +3

      By the way, I've been mainly reading about finite-volume codes. Unlike SPH, which deals with particles of fixed shape which overlap with each other, finite-volume codes generally do not overlap, and deal with volumes which store conserved quantities (mass, energy, momentum). They immediately conserve these quantities (since you only ever deal with them getting transferred from one cell to its neighbour). Incompressibility is unfortunately hard, but you can do it using something like a potential-vorticity treatment (where you use an iterative solver to impose incompressibility).

    • @SebastianLague
      @SebastianLague  6 месяцев назад +1

      That makes sense, thanks for the explanation!

    • @davidvargas7651
      @davidvargas7651 6 месяцев назад +1

      Yes! I was looking for this comment. The true physics should be conservative in the absence of viscosity, so as the time step size decreases, your simulation will be less and less viscous. Fixing the lookahead value to a constant will greatly limit the accuracy of the simulation. If you want to prevent the explosion caused by the high density initial condition, you can instead use gradient descent on the initial condition to minimize the potential energy!

    • @feha92
      @feha92 6 месяцев назад

      Interesting. Would using "pos + (predictedpos - pos)/2" remove any error in this case? I imagine not, but maybe it could at least _reduce_ it (as compared to picking either extreme)?

  • @WelcomeToTheGooniverse
    @WelcomeToTheGooniverse 6 месяцев назад

    So cool. Love the project and seeing your thought process throughout! Great job!

  • @dav1dsm1th
    @dav1dsm1th 2 месяца назад +3

    I keep recommending this video to people on reddit - and then usually end up watching it again myself, because it's just so damn good. Thanks for the videos Mr Lague.

  • @OldShatterham
    @OldShatterham 6 месяцев назад +25

    Fluid simulation is probably one of the holy grails of indie gamedev. Great work!

    • @1234macro
      @1234macro 6 месяцев назад +3

      Unless your entire game revolves around the fluid simulation, you're not gonna be looking to implement one

  • @Jejkobbb
    @Jejkobbb 6 месяцев назад +12

    A cool project could be building a unity museum where you could walk through and see/interact with all of your different coding adventures projects

    • @koolkdny
      @koolkdny 6 месяцев назад +1

      they could all be on their own planets, from the solar system video

    • @curhob
      @curhob 6 месяцев назад

      Since it's Lague doing these things and not Unity, he would need an SL logo, coding adventure or something specific.

  • @finnheinemann3682
    @finnheinemann3682 6 месяцев назад

    It is so beautiful to see how you transform really simple implementation into wonderfully complex models that are really rich in details

  • @lucaseastman1877
    @lucaseastman1877 6 месяцев назад

    This was awesome! It is so inspiring and I want to build something like this myself now. I am really excited to see what you do next with this project! I can't wait to see your updates!

  • @Hailfire08
    @Hailfire08 6 месяцев назад +30

    For the boundaries, you could try getting WolframAlpha to calculate int_{-1}^{x} W(x,y,z) dx, which would give you the density if there was a uniform sea of particles on the other side of the wall

    • @Ra99y
      @Ra99y 6 месяцев назад +7

      yes or extend the particles beyond the boundary and only render those within

    • @thecasualparry7797
      @thecasualparry7797 6 месяцев назад

      @@Ra99y This would make particles suddenly dissapear. An interesting tradeoff though.

    • @opitopit2105
      @opitopit2105 6 месяцев назад +4

      Or maybe just damp the velocities along the normals of the boundary surface?
      This paper might be helpful: "PIC/FLIP Fluid simulation using a block-optimized grid data structure", 2.5.7 Boundary conditions

  • @SpringySpring04
    @SpringySpring04 6 месяцев назад +38

    47 minute Sebastian Lague video?
    Heck yeah!
    Love seeing these very charming and interesting programming projects you do. It's a lot of fun!

  • @adixx328
    @adixx328 6 месяцев назад

    Love your videos, your style of making them is so good. Waiting for part 2 already!

  • @harmoniac.design
    @harmoniac.design 6 месяцев назад

    So inspiring! I'm so happy to found your work and that you share it with us!

  • @mariandev
    @mariandev 6 месяцев назад +34

    First I must say this was an awesome video, thanks for making it. Now that I've released my new game on steam I have some more free time to do experiments and your video motivated me greatly. Happy to be a patreon, your content is always amazing.

    • @SebastianLague
      @SebastianLague  6 месяцев назад +12

      Thank you, and congrats on the release! What is your game called?

    • @mariandev
      @mariandev 6 месяцев назад +12

      @@SebastianLague Monos: The Endless Tower

    • @SebastianLague
      @SebastianLague  6 месяцев назад +13

      @@mariandev Looks really nice! That's a cool idea to have the game take place along the outside of the tower :)

  • @BrahimHadriche
    @BrahimHadriche 6 месяцев назад +6

    I find your videos really soothing and engaging. You raise the bar for what's considered high quality educational, yet entertaining content. You explain complicated concepts in simple terms, and turned boring and complicated papers into entertaining work of art, and you're too humble about it. I also love how you explain your thought process, what you tried, what did not work, and how you are equally in love with the journey as you are with the end result.
    I was watching this with my wife, who has about over a year of programming experience. She commented on how clean, readable and pleasant your code is, even though she did not know the language you're using (she did not know it was C#). When I explained that not only the simulation work is done in C#, but also all the graphs and animations are also done in Unity, she was blown away.
    I'm a Unity employee btw, and I have shared this video with other colleagues on internal Slack. Good reactions, and a few are already fans and familiar with your work.
    Thank you for a great video!

  • @ramazandurmaz3012
    @ramazandurmaz3012 6 месяцев назад

    I recently have come across to this channel after the fluid simulation being recommended multiple times but I'm simply amazed by how skilled you are. You go on to the depth to show every piece of code and your mathematical explanations are remarkable. I'm pretty sure you can create a black hole simulation as well. That'd be fantastic😂

  • @rastyisanerd3686
    @rastyisanerd3686 3 месяца назад +1

    I am in complete awe at this. This might just be the most informative video ever created on fluid simulation. Thank you immensely for sharing this with us.

  • @charliemw333
    @charliemw333 6 месяцев назад +18

    I work doing Computational Fluid Dynamics and this is just awesome. I just wish you'd talked a bit more about conservation of momentum, cause I feel it's one of the most important things for fluid simulations, given that conservation of mass is already accomplished by using a SPH. Otherwise, great work!!! I pretty much look forward to the next episode on fluid dynamics

    • @MayaPapaya497
      @MayaPapaya497 6 месяцев назад +3

      I think it's so cool that vorticity came about naturally, but only after he added the speculative velocity update! I'm not entirely sure but I think that line helped satisfy the constant density part of navier Stokes? I'm not exactly sure but that is so fascinating

  • @LinuxBacon
    @LinuxBacon 6 месяцев назад +9

    I really love coding adventures. They have long been my favorite series on youtube. I feel like this community views the world with a healthy sense of curiosity and wonder. In many ways I feel at home watching these.

  • @Siebeng
    @Siebeng 6 месяцев назад

    Man I'd love to see how far you can bring this one! It looks amazing! So soothing aswell. Thanks

  • @Vajtosan
    @Vajtosan 6 месяцев назад

    Always such high quality videos from you. I am looking forward to part 2.

  • @squirrel
    @squirrel 6 месяцев назад +4

    That was absolutely fascinating to watch. The evolved behaviour that comes from such relatively “simple” rules coupled to mass computation is amazing to watch. Excellent explanation of your journey and fantastic visuals made this a riveting watch whilst I waited for my bread to bake. Well done 😊

  • @codeconduit1576
    @codeconduit1576 6 месяцев назад +3

    That “clumping up against the boundaries” you noticed was actually the surface tension of the fluid as-is! Surface tension is an emergent property of fluids being simulated as individual particles, and is the reason you didn’t have to implement any special math to get those droplets. The tendrils you saw in the high-particle-count simulation were a result of extreme capillary forces dragging the fluid up!

    • @EdepolFox
      @EdepolFox 6 месяцев назад

      Capillary action is the result of inter-molecular forces which were not being simulated. In capillary action the walls of the container literally attract the fluid a small amount.
      The "tendrils" in the simulation were spray caused by extreme pressure (not capillary forces) forcing the fluid against the sides of the container, the only direction available was up, so it got sprayed up, like how covering the nozzle of a hose or tap increases the pressure of the water coming out, or how lowering a glass from your face too fast can cause the water to splash against the bottom of the glass and spray your face.

  • @BlackDidThis
    @BlackDidThis 6 месяцев назад +1

    DAMN, do you simplify such complex iterations of getting to the point on such an overwhelming subject! I have to date not been ever as happy as now for a RUclips suggestion. And I am embarrassed to have not noticed you sooner.
    I shall Sub and Bell to hopefully never miss out again. Thank you so much for your contribution!

  • @pierresouloumiac8630
    @pierresouloumiac8630 4 месяца назад

    This video is incredible. The attention to detail is fascinating. The first time it behaved like a fluid I was impressed and would have stopped there, but Sebastian kept going. Looking forward to the sequel.

  • @whwahhdsh
    @whwahhdsh 6 месяцев назад +31

    It's a good day when Sebastian uploads.

  • @mattwhelan13
    @mattwhelan13 6 месяцев назад +10

    I made something very like this for my final project at university, using spheres to represent fluid particles with variable density, the posibility of multiple fluids mixed together and sliders for variable gravity. I loved setting the gravity to nothing and watching my fluids float like they were on the space station

  • @Themegalegendo
    @Themegalegendo 6 месяцев назад +2

    A partnership between Sebastian League and AngeTheGreat is all that we need. Amazing video!

  • @GainesSteve
    @GainesSteve 6 месяцев назад

    Fascinating and fabulous, as ever, Sebastian - thankyou!

  • @ivovelo
    @ivovelo 6 месяцев назад +8

    You are the best thing about youtube!
    I love the witty, not-taking-yourself-too-seriously narration and your voice is - as always - heavenly. My wife is not interested in math/programming at all but has commented many times saying you should read audiobooks for a living :)
    cheers and thanks as always!

  • @4.0.4
    @4.0.4 6 месяцев назад +4

    It's kind of magical to see it start to look like a real physical thing, when you've seen the math evolve to that point.

  • @doblajesimberbe1966
    @doblajesimberbe1966 6 месяцев назад

    Nice job! This is amazing, your research, the video editing... beautiful, really

  • @GameDevBits
    @GameDevBits 6 месяцев назад

    Phenomenal new video. Wow. Those little waves emerging in the last part was such a testament to how accurate it's getting!

  • @lejoueurfreetoplay
    @lejoueurfreetoplay 6 месяцев назад +6

    Wait until Sebastian Lague reveals that he used all of his coding adventures to make an actual game

  • @shadowcrafter01
    @shadowcrafter01 6 месяцев назад +20

    New coding adventure: Time to binge watch the whole series again!

  • @FreshJerz
    @FreshJerz 2 месяца назад +2

    Hi, Huge respect for your work. I am doing right now my thesis in fluid dynamics. I have written already about all math basics. In your video I have not only visualisation but also you share with everyone how to creat code for it. During my studies I was writing the code for movement of the buoy on the waves. I spend lots of time to do it with supervision of my porfesor. I felt like a child id the fog. After your video I have comprehend all knowlege from my Naval Architect studies. Huge respect and thank you thousand times.

  • @GearsDatapacks
    @GearsDatapacks 6 месяцев назад

    I can't explain with words the emotion that runs through me when watching your videos. They are truly fascinating and beautiful

  • @Abstract_Code
    @Abstract_Code 6 месяцев назад +5

    The editing on this video is on another level!!!
    Great job Sebastian 👏

  • @dampfwatze
    @dampfwatze 6 месяцев назад +100

    Idea for rendering: You could try to implement the marching cubes algorithm to generate a mesh for it. Since you can already calculate the density at any point in space, this might be pretty straightforward. Marching Cubes is essentially used to approximate a boundary of some sort of single value field, like a density field!

    • @samuelthecamel
      @samuelthecamel 6 месяцев назад +2

      He actually did a video on the marching cubes algorithm once

    • @theangry0077
      @theangry0077 6 месяцев назад +2

      46:38

    • @1e1001
      @1e1001 6 месяцев назад +2

      @@samuelthecamel that's probably part of why it was brought up

    • @feha92
      @feha92 6 месяцев назад +2

      Hmm, the same stuff he did for clouds (taking a noise-field and march cubes over it to generate a mesh) could surely be used for the water-rendering, yeah?

    • @Hexcede
      @Hexcede 6 месяцев назад +6

      ​@@theangry0077Raymarching and marching cubes aren't the same thing

  • @urari4244
    @urari4244 6 месяцев назад +1

    great work! rally nice video. you explain it excellently, and make it all really fun and entertaining. i think that a really funky idea would be to connect motion control to it all, so you can shake the entire liquid tank like a water bottle and see it react accordingly on your screen. it would also probably help testing if the liquid motion feels right. thanks for the video!

  • @matze8824
    @matze8824 6 месяцев назад

    Thank you for this incredible video and explanation. The subject of simulating fluids seems to be beautiful and filled with challenges : how it reacts to different solicitations, external pressure, etc.

  • @OrganicCitrus
    @OrganicCitrus 6 месяцев назад +5

    you're a literal coding code, every upload is just another mind boggling adventure

  • @DigitalHandle
    @DigitalHandle 6 месяцев назад +37

    even though im currently sick, i still wanna watch sebastian lague, don't wanna miss his greatness, do i?

    • @Alex-lp6bg
      @Alex-lp6bg 6 месяцев назад +1

      Same here....

    • @jackthehacker05
      @jackthehacker05 6 месяцев назад +1

      Feeling rubbish too! We’ll get through it!

    • @forgettd
      @forgettd 6 месяцев назад

      Get well soon guys! ❤

  • @Mr_Tophatt
    @Mr_Tophatt 14 дней назад +1

    ppl in the comments acting like this video wasn't a "coding adventure" and not some master at work showing off his craft or whatever, he is trying a new thing ppl shouldn't expect him to be insanely good first try.

  • @podoke
    @podoke 5 месяцев назад +1

    crazy how i can watch you do every single step, hear you explain everything so simply and yet the end result feels like magic
    like the world is really just made up of math isnt it

  • @rojnx9
    @rojnx9 6 месяцев назад +7

    When the particles settle down you can see multiple different hexagonal lattices forming, and I think that is really cool, because you see those in real life, if you look at galvanised steel those different shades are each their own lattice arrangement that are reflecting light slightly differently and they come from when the zinc coating was still a liquid, and formed those arrangements on the steel surface.

  • @Rotem_S
    @Rotem_S 6 месяцев назад +31

    Hey, physicist with experience in numerics here.
    First of all, great stuff! A few comments:
    Pretty sure the "prediction" part of the code is only helpful since it effectively makes the particles repel from their own future versions, which in essence means they experience a global damping force - this both explains why it "calms" the dynamics, by being the only mechanism for the system energy to lower (apart from the more realistic damping you added later), and possibly why it depends on the prediction timestep.
    I'd recommend just getting rid of this and using only the more realistic damping, unless that doesn't work.
    Also, did you try using some other spatial partitions, such as KDTrees? They might be better, though honestly I doubt it.
    Another neat option would be to instead of calculating the actual average quantities per particle, calculate a rough scale approximation for the average quantities per cell, and use that for approximating the effects of any far away particles (say, those further that R/3 or so) - this is similar to the Fast multipole method, though for such local interactions which decay quickly it again might just be wasteful.
    Oh, and, maybe try some symplectic integration schemes, such as Verlet or even something better (note that even though you have damping forces, which make your system non-Hamiltonian, you could just plug the force directly instead of dV/dq and get nice results) - I didn't mess around with these much, but I've seen claims they greatly improve long term stability for integration (i.e. better conserve energy for the same amount of compute).
    Oh, and for the boundary, at least against walls you could treat each wall like a really long and flat particle, manually adding a set density from them to the local density estimate. I don't know how to treat the free boundary "collapsing" though, maybe messing around with the near-repulsion term a little?

    • @dylanherrera5395
      @dylanherrera5395 6 месяцев назад +1

      on the KDTrees part, i believe he made a small footnote that he might experiment with them which means he likely didnt attempt it, i dunno though, might just be hallucinating

    • @sh4dow666
      @sh4dow666 6 месяцев назад +1

      The "prediction" part of the code is actually analogous to the backward Euler method, ie. a more stable numerical integration scheme with less truncation error per step. It would probably be even more stable to use the Heun method (use the average between the current and the extrapolated position), though that would increase the frame time...
      ((in the specific example in the video, the backward Euler method has the advantage of underestimating the total kinetic energy, while the normal Euler method overestimates it. So if starting off with particles under really high pressure, any kind of energy underestimation probably helps... Simply making the initial packing less dense would be the most elegant solution tho))
      Dampening might mask the integration error, but for a realistic simulation it still shouldn't be ignored.
      I don't have any practical experience with symplectic integrators, but I'd assume them to be relatively costly computationally, and since we have a dissipative system, they might not actually be much better then Heun/RK4 integration in practice.
      The density interpretation doesn't really help my intuition, but I'd guess the reason for the isolated surface layer/tendrils is energetic - ie. surfaces are energetically favorable compared to bulk states at low pressure (or at least a local optimum reinforced by the gravity induced flatness of the surface). I'm really curious whether sufficiently low gravity would cause a 2nd isolated layer to form, or perhaps even dissolve the existing one?
      I'd also guess it would be the attractive term, not the near-repulsive one, which is the primary cause of tendril formation in this simulation.
      btw, 13:44 shows really nice surface formation in the middle while in zero-G. So getting the gas to form droplets instead of surfaces (minimize surface area, instead of maximizing it) by tweaking the terms definitely seems to be the way to go to prevent tendril formation.

    • @Kuroten01
      @Kuroten01 6 месяцев назад

      Games aren't like engineering fluid dynamics so I disagree about the prediction part. The state of the art for real time fluids is actually to get rid of SPH, leaving only the density computation, and instead solve the particles via constraints via newton's method. Of course with newton's method you'll make an even more crude prediction and then adjust multiple times per time step, which leads to even worse global damping (solved via introducing aritifical constraints)
      Yes, this is nothing like what a physcists would do, but this is computer graphics, not physics. The position based constraints give nearly identical visuals but performs much better for a wider range of time steps, and is less susceptible to tensile instability.

    • @Kuroten01
      @Kuroten01 6 месяцев назад

      @@sh4dow666 I'm making my own video, but it will have all the steps: simulating, rendering, external object interaction, and control (turning water into the shape of meshes and animating them).
      The integrator isn't the issue here imo. The real issue is the way the simulation is being solved via SPH, when it's more efficient and stable to solve via density constraints alone. Which is pretty obvious during the video once he runs into incompressibility issues (common flaw of standard SPH).

    • @sh4dow666
      @sh4dow666 6 месяцев назад

      @@Kuroten01The question is whether this is primarily supposed to be a physical or graphical fluid simulation :)

  • @melodicwuitartree
    @melodicwuitartree 6 месяцев назад

    I've been trying to figure this out for an app I am working on. I love that you released this and explained everything. Thank you!

  • @oblongowl
    @oblongowl 6 месяцев назад

    Really enjoyed this video. As a senior artist in effects i understood most of it - but it was still very illuminating on the procedures and math you needed to implement. Thanks for sharing.

  • @toara
    @toara 6 месяцев назад +5

    Yes!! Was waiting for this one after I had watched Acerola video about ocean simulation and wondered how this fluid simulation project of yours is doing (since you mentioned it back in the AI game challenge). Question answered

  • @OutbackCatgirl
    @OutbackCatgirl 6 месяцев назад +17

    I'm a simple gal. I see a new Coding Adventure, I click.
    Love these.

  • @lukef8978
    @lukef8978 4 месяца назад +1

    This reminds me of a game I had on my phone years ago, where it was basically the same 2 dimensional fluid but you could only pick up the fluid. Great video

  • @robbybobbyhobbies
    @robbybobbyhobbies 6 месяцев назад +4

    My MSC project back in 1990 was simulating forces in a 3D surface using the Inmos Transputer chip (actually a set of five of them, one controller and four workers). It used a very trivial averaging formula (vertical velocity of cell in next generation is the average of the height differences to its neighbours). It ended up looking quite pretty. After handing the project in, I've barely done anything with computer graphics, sadly. The point of the project was to demonstrate the power of parallelism and message passing rather than accurately model reality.
    But your adventure is next level and has got me thinking about downloading a games library for Python and reimplementing my MSc project, then moving onto yours. Thanks for the inspiration.