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  • (whistle whistles)

  • - Hello and welcome to a Coding Challenge,

  • a calm, soothing, although somewhat turbulent,

  • Coding Challenge, called Fluid Simulation.

  • Now I have something to admit to you.

  • I don't really understand how any of this stuff works.

  • I did make this at one point, and so I'm hoping

  • this Coding Challenge to recreate exactly this,

  • which will be a basis on which hopefully a lot

  • of other interesting ideas will come about.

  • This idea came into mind when I recently saw

  • Smarter Every Day's video on laminar flow.

  • You know, I love laminar flow and all,

  • but Team Turbulence for life, muah.

  • Alright, so there's a wonderful 3Blue1Brown,

  • do I just reference the same other

  • YouTube channels every single time?

  • Yes, I do.

  • But there's also an excellent 3Blue1Brown video

  • on turbulence, which I would also recommend.

  • So, let me give you some background here.

  • So first of all, there is a GitHub issue thread

  • which started by deardanielxd, from 2016.

  • Lattice Boltzmann methods for fluid simulations.

  • So this is one method.

  • But what I want to highlight here is that this,

  • people have, oh, what I want to

  • highlight here are these three links.

  • So these seminal kind of canonical standard,

  • or the origins of doing fluid dynamics in computer graphics

  • in my research comes from this article by Jos Stam.

  • Real-Time Fluid Dynamics for Games.

  • I believe this was a Siggraph paper, 2003.

  • Somebody fact check me on that.

  • And it's built on top of this idea of these

  • Navier-Stokes Equations, which are partial differential

  • equations that describe fluid dynamics

  • and there was actually a $1 million challenge for proving

  • that this can or cannot be solved in three dimensions.

  • None of this is anything I'm capable of doing.

  • But this paper includes some of the formulas,

  • includes a lot of the code, and you can see one thing that's

  • sort of key concept here is a fluid simulation can be done

  • by thinking about fluid as kind of

  • particles that live in a grid.

  • And obviously it might be like an infinitely small grid

  • (laughs) in real life, but we can make that discrete.

  • Think about the grid of pixels and what the sort of density

  • or the velocity of the fluid is at every one of these spots

  • on the grid, that's ultimately what I'm going to do.

  • And there's some nice C code

  • and descriptions of some of these algorithms.

  • So, this article I believe serves as the basis

  • for Memo Atken's processing library,

  • called MSAFluid, and is also an open frameworks library,

  • which is a C++ engine.

  • And you can see here the way

  • that this ends up looking by sort of distorting

  • this vector field, ah, this is awesome.

  • Oh, I'm sure the YouTube compression

  • is totally ruining this.

  • But it's beautiful, check out that library.

  • You should also check out Gabriel Weymouth's,

  • I hope I pronounced that correctly, LilyPad project,

  • which was actually I believe used

  • in the 3Blue1Brown video on turbulence.

  • Gabriel writes here at the end a bunch of things

  • about Stan's approach, and what LilyPad does and a paper.

  • So this is a giant rabbit hole you could go down.

  • And I have spent some time poking around

  • in this rabbit hole in the last week.

  • The article that I found that I kind of enjoyed the most

  • in terms of style was Mike Ash's article called

  • Fluid Simulation for Dummies, which is actually a port,

  • not a port, but a version of Jos Stam's paper,

  • but actually turning it into 3-D and how to render that 3-D

  • with paralyzing computing power

  • is all here in his master's thesis.

  • That's another rabbit hole you could go down.

  • So what I would like to do is use this article,

  • and I try to make sure that I don't

  • repurpose somebody else's content without permission,

  • even if it's sort of on the web in an open-source way.

  • What I try to do, what I want to do,

  • I asked Mike Ash for permission on Twitter.

  • I think it's @MikeAsh, but I'll include a link in this

  • video's description, if I could go through this in a video.

  • So what I'm going to do is I'm going to

  • go through this in the video and mostly

  • just kind of like copy-paste this code,

  • which is written, I believe, C++ or C.

  • Something like that, some object-oriented C-flavor language.

  • And I'm going to copy-paste it into Processing,

  • which is a Java-based programming environment.

  • And kind of like adjust the code to work

  • in the way that I know and see if I can

  • get the result and play with the result.

  • So I don't feel obligated to understand or explain

  • all of the maths involved throughout all this.

  • And I would definitely encourage you to read this,

  • I would entirely stop and read this whole article

  • before you continue watching this.

  • And then, this is going to be in three parts at a minimum.

  • So this first part, I hope you just like get it working.

  • Just want to copy-paste the code, change the syntax around,

  • get it rendering, and play with it.

  • Number two is I want to kind of refactor the code,

  • this'll be in another video.

  • I'm actually going to refactor it in a more

  • kind of modern approach, I think modern's the wrong word,

  • I mean this was done over 10 years ago.

  • But I want to use like object-oriented programming,

  • vector, like the PVector class in processing,

  • I think there're some ways that I can redo the code

  • to make it a little bit more readable than this particular

  • style that uses a lot of esoteric variable meaning.

  • So that's number two, and then number three,

  • I want to then apply this logic to my,

  • my flow field example from the Nature of Code book.

  • So if I could take the fluid simulation,

  • turn it into a vector field,

  • I can just toss particles in that fly around.

  • I think some visual opportunities will come of that.

  • So that's three part.

  • Just get the thing working, that's what I'm about to attempt

  • to do right now, I'm sure it will go wrong. (laughs)

  • But I will try my best.

  • Number two, refactor the code to make it sort of fit

  • with how I think about coding and processing in P5GS today.

  • And then also, try to do some more stuff with it visually.

  • And I would say one of the things is, there's going to be some

  • performance issues, I'm going to keep things low-resolution.

  • But you'll see a lot of the implementations of this,

  • use shaders or webGL, all sorts of fancy tricks

  • that I'm not going to get into,

  • but if you know about that stuff and can build

  • on top of whatever I'm doing, then fantastic.

  • Alright, so I'm about to get started coding,

  • but before I do that, I've written in advance a bunch

  • of the concepts that are involved in this implementation

  • that I want to make sure that I don't forget to mention.

  • The first one that I think is really important

  • is this idea of an incompressible fluid.

  • An incompressible fluid is a fluid that density

  • must remain constant throughout, like water.

  • So for example if you have water in a balloon,

  • and you squeeze that balloon, the water's got to like

  • come out, it's not compressible, whereas air is

  • actually compressible, its density can change.

  • So this, apparently, from the little research

  • that I've done, simplifies a lot of the stuff.

  • So this fluid simulation is going to work

  • only for this idea of an incompressible fluid.

  • I should also mention that the goal here

  • is not necessarily to with scientific accuracy simulate

  • true fluid mechanics, but rather to create the illusion

  • and feeling of that through some remote connection

  • to that actual scientific accuracy.

  • And I'm sure whatever I do will be less accurate than what

  • people before, based on how I know the way I make things.

  • Alright, but that's an important thing.

  • So the first thing that we need to consider

  • is that the fluid is going to live inside of a box.

  • And I think, the way the math is sort of

  • tuned in these examples I believe is

  • so that this box should really be a square.

  • And sometimes, I don't know why,

  • like a power of two is maybe a nice thing.

  • So maybe I'll start with 512 by 512

  • or maybe 256 by 256 just to make it low resolution.

  • So you can think of this as a grid of pixels.

  • And there is going to be

  • inside of this grid a velocity vector.

  • A velocity vector that points in a given direction.

  • So if the velocity vector in every spot in the grid is zero,

  • it's like completely still water.

  • If I put a velocity vector moving to the right,

  • it's like the water, that would be

  • like Laminar Flow, by the way.

  • Because the velocity, everything is smooth and perfect

  • and all moving in exactly the same direction,

  • as opposed to turbulence where

  • everything's kind of going crazy.

  • So that's one thing that's going to exist in here.

  • So that is something I should say, there is this idea

  • of the velocity field, or the vector field.

  • And that's going to have Xs and Ys.

  • In Mike Ash's blog post, it's actually all done in 3-D

  • (laughs) with X, Ys, and Zs, and I'm going to take out

  • that third dimension while I'm doing it.

  • But you should add it back in and see what happens there.

  • Now, the other thing is there's going

  • to be this idea of dye.

  • Oh, I wrote this over here already,

  • 'cause I wanted to explain that.

  • There's this idea of dye.

  • And we're going to talk about the density of the dye,

  • which is, in other words, this vector field,

  • we wouldn't be able to see anything moving,

  • we wouldn't be able to under see the flow through

  • the fluid without like putting something in it.

  • So you could imagine sprinkling a little dye in it

  • and having it diffuse,

  • maybe advect, diffuse, advect, project,

  • all around the fluid.

  • But what I want to make clear is when we start

  • talking about density in this code example,

  • and this Mike Ash makes very specific,

  • makes a very specific point about.

  • When we're talking about the density of this dye,

  • which is like an extra thing we're adding,

  • just so we can visualize it.

  • We're also able to visualize it just as a vector field,

  • which I will do at some point,

  • but the dye is what's going to give it more this

  • like smoky-like quality by visualizing the amount

  • of dye as it moves throughout the fluid.

  • So this is the basic idea.

  • So the first thing I need to do is get an array to store all

  • of the Xs and Ys of the vector field and the amount of dye,

  • for every single one of these spots.

  • And in the example, it's done with three separate arrays,

  • an array of Xs, an arrays of Ys, an arrays of densities,

  • and it kind of works like a cellular automata simulation,

  • where I need the previous state and the next state,

  • all the velocity of the previous and the next velocity,

  • all the density and the next density.

  • So I'm actually going to need two.

  • So this is why the code gets really confusing,

  • because I need x, Y, and density, then I need

  • what's named as x zero, Y zero, and density zero.

  • I forget, this might be called like S

  • or something in the code, but I need

  • the sort of previous of all of these.

  • So there's a whole bunch of arrays.

  • And this is what I want to later refactor it and see

  • if I can just use Pvector, an object that stores a PVector

  • and a density value in the previous, all that stuff.

  • Alright, let's go back to

  • Mike Ash's page.

  • And I'm going to start with this.

  • This is what I was talking about.

  • So this C++ structure, I'm going to take it into processing.

  • I'm going to add setup.

  • I'm going to add draw.

  • I'm going to say, size 250.

  • Actually, you know what I'm going to do,

  • I'm going to create a variable called N.

  • This'll appear in the code,

  • which is kind of like the width and height of the square.

  • So it'll be five, so N is going to be

  • in this case, what'd I say, 256.

  • And then actually in processing, if you use a variable for,

  • if you use a variable for the dimensions

  • that you want to put in size, you've actually got to put that

  • in the settings function so I can say this.

  • So this should get me like a 256 by 256 window.

  • And then, so I'm going to save that.

  • And I'm going to call this like FluidSimAsh.

  • And Stam, FluidSimAshStam. (laughs)

  • And then I'm going to create a class.

  • And I'm going to call this, make a new tab,

  • I'm going to say class fluid.

  • And in that class, I want to have all this stuff.

  • All of these.

  • Now the thing that's different here in processing is

  • this star, what is that star, what does that star mean?

  • And that's actually because it's some

  • C-flavored language in the code in Mike Stam's.

  • That is a pointer, meaning it's pointing to an area,

  • a memory address on the computer where all

  • of the density values will be stored.

  • But what I really want this to be is just an array.

  • So I'm going to change all these to an array.

  • Which is the same thing, in Java,

  • this is now a pointer to an array.

  • You'll see in a second.

  • And then, and by the way, I'm going to take out all the Zs.

  • I should mention, so, these variables,

  • this isn't a diffusion amount, like when she talks about,

  • which is like a variable to control how the velocity

  • and sort of the vectors and the dye

  • diffuses throughout the fluid.

  • This is viscosity.

  • Viscosity is like the thickness of the fluid,

  • so playing with that can change the behavior as well.

  • DT is the time step.

  • In all of my physics simulations, I've always done it,

  • just have the time step of one.

  • But I think you need a smaller time step

  • to be able to get the simulation to behave

  • somewhat accurately, so that'll come up later.

  • And now I have density,

  • and I think this is previous density.

  • Velocity X, velocity Y,

  • previous velocity X, previous velocity Y.

  • Alright, so, now this is creating it,

  • so I basically want to do exactly this.

  • So this would be in the constructor of the fluid.

  • And basically, N I already declared somewhere else.

  • So I don't think I need size.

  • I'm going to say cube size, and these should all be this dot.

  • So this is referring to the actual variables

  • in the object itself.

  • So, and I don't need the Z.

  • And, I don't need Z.

  • And, now, this is like calloc is like a memory allocation,

  • 'cause you're allocating a certain amount

  • of memory for all these fluid values.

  • But I just want an array that is size N times N.

  • So this is going to be this, and it's N times N times N,

  • because his is in three dimensions.

  • So I know I could do like a find and replace,

  • but this is like so crazy that I want to do this.

  • This is like very meditative for me.

  • Okay, and this receives a DT, three arguments,

  • when you create the fluid.

  • You create it with a time step,

  • a diffusion, and a viscosity.

  • So in here, I'd be saying something like, fluid,

  • fluid, and in setup I would now say, fluid equals

  • a new fluid, maybe like a time step of .1, and I'm just

  • going to make a density and viscosity of zero for right now.

  • But those values would get filled in, presumably, okay.

  • (bell dings)

  • We're gettin' there, we're movin' through the article.

  • Here we go.

  • This is described, okay, you need to be able

  • to destroy the thing, free all the memory.

  • Ahh, Java garbage collection.

  • I don't have to worry about that,

  • it will get cleaned up for me.

  • Add density.

  • Okay, this makes sense.

  • Now remember, add density is not talking about,

  • is not referring to the fluid itself,

  • it's referring to the dye that's going into the fluid.

  • So this is basically like an add dye.

  • I sort of feel like I want to rename that function to add dye.

  • But I'm going to just call it add density.

  • So, we're going to take this function,

  • I think this could be a function of,

  • that's part of the object.

  • What does it need?

  • We don't need a reference to the object itself,

  • we have that, we need a location

  • and an amount, that makes sense.

  • So we need a location and an amount.

  • So that's like the amount of dye

  • we're adding at this XY spot.

  • Now, here's the thing.

  • You're notice something, everywhere in the code

  • there's this like IX function, index equals IX.

  • Well, this is a two-dimensional, this is two-dimensional.

  • But you notice all the arrays I made were one-dimensional.

  • This is kind of a pretty typical thing to do.

  • But I need a way of going from X, comma Y,

  • to the single index that's a lookup into this grid.

  • So, I could write a function, you know, I think it's done

  • with like a macro or define or whatever in this.

  • But I'm going to write a function,

  • I'm going to name it, I'm going to call it IX.

  • And it gets an X and a Y, and it would just return,

  • return X plus Y times N.

  • So this is, oh, it needs to return an integer.

  • It's non-void.

  • So this basically says for any given XY,

  • give me the one-dimensional index.

  • And this formula's the same thing that I use in all

  • my image processing and pixel processing, it's a way

  • to get a 2-D location in a one-dimensional array, okay.

  • So now, I would be saying that we can go back to this code,

  • basically, and we can do this, but no Z,

  • and then we're basically going to say, hey,

  • this dot, what is it called?

  • VX.

  • Oh wait, no, that's velocity, sorry.

  • This dot, density,

  • add index,

  • add some amount.

  • This is really simple.

  • This is like a really simple function, just add some density

  • to this spot, this amount of density to this spot.

  • Then we can also do this add velocity,

  • which is basically the same thing.

  • But just with an amount X and an amount Y,

  • so I think we could probably just copy this.

  • And we could say, add velocity

  • at XY with an amount X and an amount Y.

  • See, I would prefer to use like PVectors for all this stuff.

  • And then we get the index.

  • And we say, VX, VX plus amount X,

  • and VY,

  • by the way, this is going to get (laughs)

  • portings on this code is going to get a lot worse soon enough.

  • (laughs) Okay, now, alright.

  • Ah, look at this, so here, now we can take a moment,

  • here are the three main operations.

  • Diffuse, project, advect.

  • Let's do them one at a time.

  • So we can read this, I mean it's useful

  • to read Mike Ash's description, put a drop of soy sauce,

  • soy sauce gives a way of thinking about dye.

  • And you'll notice that doesn't

  • stay still, but it spreads out.

  • So this happens, even if the water and the sauce

  • are perfectly still, it's called diffusion.

  • And so, the dye obviously diffuses, that makes sense,

  • but the velocity also diffuses, if some of it moves,

  • it's causing everything around it to move as well.

  • So that's a function, this is really going

  • to be the function that does the solving

  • of the Navier Stokes equation.

  • Let's do diffuse.

  • So I'm going to put, and this is not going to be an object

  • inside the class, and I'll explain why in a second.

  • So the first thing that I'm going to do

  • is I'm just going to try to port this.

  • So any time there is the pointer,

  • I want this to be an array.

  • Dif is a diffusion amount, DT, the number of iterations,

  • and I don't think I need N as an argument,

  • 'cause I'm just using that as a global variable.

  • I also kind of personally would like

  • to just keep iterations as a global variable.

  • I think that'll make things a little bit simpler.

  • Where did I put that?

  • I'm actually going to put these in the fluid tab,

  • 'cause that's mostly where I'm working.

  • Final int iterations, like we can just put that as one,

  • but let's leave that as like 10 right now.

  • So the idea here is that this function

  • knows how to diffuse any arbitrary array of numbers, X,

  • based on its previous values, X zero,

  • based on a diffusion amount and a time step.

  • But you'll notice that what it does is it

  • immediately calls another function called linear solve.

  • So, a linear equation is like something like this.

  • I don't know, two X plus Y minus three Z equals 10.

  • Right, this is a linear equation.

  • We got to have multiple linear equations.

  • And algorithms for solving the sort of set of solutions

  • to this equations, what are all the X and Ys and Zs that

  • make this true, is known as a process of linear solution.

  • There're different techniques, I was reading the comments,

  • in Mike Ash's paper, there's like this

  • Gauss Seidel technique, some people did his code using this,

  • I forget which technique his code is particularly using.

  • But it's a way of basically solving those linear equations,

  • for fluid dynamics,

  • within the space of this grid.

  • So, that's kind of all I want to say about it.

  • But it's needed for every single,

  • for this diffusion algorithm.

  • And it's really just a thing that like passes

  • all the values all around over and over and over again

  • with lots of iterations, sort of spread out.

  • Like a cellular automata,

  • to have the velocities or densities of neighbors

  • affect the other neighbors and so on and so forth.

  • So, I'm now going to go and just grab

  • the linear solve code from here, I'm going to grab this,

  • and you can sort of see what it's doing.

  • So I'm going to grab this function, I'm going to bring it in here,

  • by the way, this is kind of how I work.

  • Like I kind of want to understand this more.

  • But I feel like I need to just port the code

  • and play around with it, and then maybe I could do

  • some more research about what the equations actually are

  • and how it's working, but sometimes this kind of like

  • messing with the code get in your hands and the code

  • could sometimes help you understand the math later.

  • So I'm going to look at this, I'm going to take out static,

  • I'm going to move this bracket over here.

  • I don't need iterations in N.

  • Those are going to be the same for everything.

  • These should be arrays.

  • And the kind of goofy thing here is, I don't need N.

  • So I need I and J for X and Y, but I can take out M.

  • And so that loses the bracket there.

  • And then I have to look at what's going on here.

  • And so I don't need M.

  • And then I also don't need to add these two components.

  • So let's see.

  • So the idea here is that I'm looking at,

  • and this, I've done this before,

  • I'm having like a crazy deja vu.

  • What this is now doing is saying,

  • the new value of a particular cell is based

  • on a function of itself and all of its neighbors.

  • And you can see that here.

  • It is equal to its old value

  • plus some combination of its current values.

  • Alright, so now we're going back to the paper.

  • And we're going to look at the next function.

  • Project.

  • Okay, so this project function is really

  • tied to the idea of this incompressible fluid.

  • The amount of fluid in each box has to stay constant.

  • So the amount of fluid going in has to be

  • exactly equal to the amount of fluid going out.

  • So this is kind of like a cleanup stage

  • to put the set thing back into equilibrium.

  • So we're going to be doing this

  • for all the different velocity arrays.

  • So let's grab this, oh, look at this craziness.

  • So let's grab the project function.

  • Paste and project.

  • These are arrays.

  • I don't need the Z.

  • These are also arrays.

  • And I don't need the iterations, and N, those are constants.

  • And then now, I also don't need K.

  • Only need I and J, 'cause I'm just doing two dimensions.

  • I don't need K.

  • I don't need these two.

  • And then, I don't have set boundaries yet, I'll add that.

  • Linear solve is the same thing but without this.

  • And I think, when I do set bounds,

  • I'll probably take out the N.

  • Then I don't need K.

  • Don't need K, don't need K.

  • I don't need K, I don't need Z.

  • And I don't need K.

  • I don't need K, I guess probably porting Jos Stam's

  • which was 2-D, might have made more sense. (laughs)

  • And I plus one J, I minus one J.

  • J plus one, J minus one.

  • Yes, yes, this all makes sense.

  • And then I don't need the Z here.

  • I think I lost a curly bracket, which would go here.

  • And definitely screwed up something

  • curly bracket-wise.

  • I think I have an extra curly bracket here.

  • This looks right.

  • Oh, I don't need the,

  • I don't need the Ks up here.

  • Missing left curly bracket.

  • And I have an extra curly bracket here.

  • Alright, we're good.

  • We don't know what set bounds is, but that's okay, alright.

  • Woo.

  • We now, don't worry, we're getting close.

  • So, now.

  • Advection.

  • The advect step is responsible

  • for actually moving things around.

  • To that end, it looks at each cell in turn.

  • In that cell it grabs the velocity,

  • follows that velocity back in time, whoa.

  • So let's grab this advect function,

  • and I could kind of scroll back up.

  • Let's look at what was, yeah.

  • So this is also important, every cell has a set

  • of velocities and these velocities make things move.

  • This is called advection.

  • As with diffusion, advection applies

  • both to the dye and to the velocity itself.

  • So what's really the difference

  • between diffusion and advection?

  • Well diffusion is just this idea of spreading out.

  • But advection is actually

  • the motion associated with the velocities.

  • They're obviously related and they both

  • happen together, but those are separate things.

  • So let's go grab the advection code.

  • Oh, what? (laughs)

  • Seriously?

  • Okay, wow, so this I really going to want to unpack

  • when I refactor this to understand what's going on.

  • But I'm just going to grab it right now.

  • This is crazy.

  • But bring it in here, oh boy, ooh.

  • Okay, right, everybody,

  • deep breath.

  • Deep breath.

  • This is an array, this is the current density.

  • This is the previous density, this is the current velocity.

  • Oh.

  • This is the current velocity.

  • I don't need Z.

  • Come on, scroll over.

  • So, what, are you kidding me?

  • So these are indexed in previous index values.

  • Don't need the Z.

  • We need a DT for X and a DT for Y,

  • we don't need the Z.

  • This has to do with like,

  • I think the Ss are density in this.

  • I'm not really sure.

  • We'll look through the code, but I'm going to take out the U.

  • I don't need the three, and I don't need the Z.

  • Oh my god, I don't need the K.

  • I don't need the K.

  • Alright, so I don't need the K, part of the loop.

  • And I don't need this last thing.

  • And I don't need this Z.

  • And I need the X and the Is, the Ys and the Js,

  • and I don't need the Zs and the Ks.

  • And I need the Ss and the Ts.

  • Don't need the Us, really, and I don't need the Ks.

  • And now I don't need the K,

  • and so what did I get rid of up here?

  • I'm using, this is what I mean.

  • Like I really want to refactor this and try to understand

  • what each of these variables are doing and rename them.

  • (laughs) This isn't refactoring,

  • this is just getting into work.

  • So I've got Is and Js, Xs and Ys, Is and Js, Ss and Ts.

  • And no Ks.

  • Oh, wait a second.

  • STU.

  • U was the thing, if I go back to Mike Ash,

  • U was the third dimension for the S and the Ts.

  • Okay.

  • So what I'm actually getting rid of

  • is this multiplication step.

  • So.

  • One last multiplication step.

  • Think I don't need this at all.

  • This is what I'm doing, yeah.

  • This is much simpler.

  • Oh, you silly third dimension.

  • Pretty sure this is right. (laughs)

  • What's the chances there,

  • going to definitely have to double check this.

  • Double check this.

  • And then I, one last thing here.

  • Do I have the right, okay, floor F

  • is just floor,

  • right, because those are integers.

  • There seems to be some extra flooring

  • that's unnecessary here.

  • 'Cause these are floats, but I'm not sure.

  • I'm going to leave it as is.

  • Right, these would then have to be converted.

  • I think there's some extra unnecessary steps here

  • in how the numbers are being manipulated.

  • But I'm going to just leave everything in, and I will,

  • part two, we're going to get this to work.

  • Just fast forward like five or 10 minutes towards the end.

  • Okay.

  • Alright.

  • I'm pretty sure this is now the advect function.

  • I think I actually have everything, but this set boundary.

  • So this set boundary is actually something like,

  • really nice, and compared to all that,

  • much more manageable to understand.

  • But basically, we've got this kind of

  • unrealistic situation here, well it's not unrealistic,

  • but we're containing the fluid within a box.

  • And so we need some sort of mechanism for when,

  • what we do with the edge cells, and how we deal

  • with those velocity vectors or things moving.

  • And basically, we want to add some kind of like bouncing.

  • And then we also need to deal with the corner cells

  • even differently, in a different way, so we can read,

  • this is short for set bounds, and it's a way

  • to keep your fluid from leaking out of your box.

  • Not that it could really leak, writes Mike Ash,

  • it's just a simulation in memory,

  • but if there's no walls, obviously fluid's

  • not going to leak out of your computer screen.

  • That was a joke there, and I just like,

  • my body hurt so much, I couldn't even laugh, ha ha.

  • But the velocity, it needs to come nearer

  • when it hits the wall.

  • So if we look at what, and the reason

  • why this is done in this like really weird way

  • is the set bounds function is written in a way

  • that this B variable tells you like which,

  • which wall am I at?

  • Am I at the right wall, the left wall,

  • the top wall, the bottom wall?

  • And I think that I could rewrite this with vectors

  • in a way that it just kind of like knows.

  • And I don't need this extra variable B

  • that's passed through.

  • But once again, I am going to,

  • I am going to port it, so exactly as written.

  • X is any one of these arrays, we need to set,

  • we need to do the same things for all of the arrays

  • where there's velocity X, velocity Y,

  • or density, density of the dye.

  • And once again, I can actually eliminate,

  • this is for the third dimension,

  • so I can completely take this out.

  • Then I'm going to take out K.

  • And you can see like this, if B equals two,

  • you're dealing with the X stuff.

  • I mean it's actually to the Y, 'cause you can see

  • it's looking at the top row and the bottom row, sorry.

  • So, this is good.

  • And then this

  • is if B is one, think I might've messed this up.

  • (otherworldly music)

  • (bell dings)

  • Alright, strange edit point, but I'm jumping in here

  • from the future in the middle of this video

  • to explain something about this set bound function that I

  • kind of botched while I was actually doing the challenge

  • and I'm at the end now, but I'm going to fix it.

  • One thing that's really important is for me to point out,

  • what is written in the article by Mike Ash?

  • Every velocity in the layer next

  • to the outer layer is nearer.

  • So when you have some velocity going towards the wall

  • in the spot next to the wall,

  • the wall gets the velocity that perfectly counters it.

  • That's keeping it a closed box.

  • So that is the explanation for why, here, I'm saying,

  • hey, if I'm at I comma zero, any given X all along

  • the top row, if Y is zero, all the Xs along the top

  • counteract the velocity from one row down.

  • But only if I've sent in this B equals two, which is that

  • weird thing, and this is what I think would be easier

  • with Pvector, 'cause I could do this all at once.

  • But, the thing that I have in here, I have this like

  • leftover X room, 'cause in 3-D there's more papers.

  • So I actually could take this out,

  • and this is going to make this now look correct.

  • So this set boundary function is actually much simpler.

  • It is just reversing the velocities in the last,

  • in all the edge layers according to, edge columns.

  • Edge columns are rows.

  • According to the next two, the edge column or row.

  • And then for the corners,

  • it actually just does an average of the two neighbors.

  • And that keeps it this like walled box.

  • So, that's not, in the end, like it's kind of going to perform

  • the same way, I just had this like extra loops in there.

  • But this is like an important clarification.

  • So now, continue with the challenge wherever I left off.

  • But this will be the code that's

  • actually there when you look at this later.

  • If you can make it to the end of this video.

  • See you soon.

  • (otherworldly music)

  • We have set bounds now.

  • Alright.

  • Oh, alright, fine.

  • I don't think I need to pass in N.

  • N is just a constant everywhere.

  • So let's simplify that, so let's go through this.

  • Fluid is fine.

  • I had velocity diffusion.

  • Linear solve, this has to come back.

  • Without the N.

  • Project.

  • Linear solve, boundaries, no N.

  • No N.

  • (bell dings)

  • So, a couple things.

  • People in the chat are mentioning,

  • I have no idea what's going on.

  • I kind of don't either, maybe this isn't a video

  • that's worth watching, I'm not sure, I mean at this point,

  • this is just showing that I'm invested in trying to do.

  • And I will come back to it.

  • But this I think is an example of why I'm refactoring

  • and sort of thinking about code and variable meaning.

  • It's a good thing, and there's nothing wrong with what was

  • done before, this is probably perfectly appropriate

  • and quite common styles from like over 10 years ago.

  • But I think we could hopefully do better

  • and I could come back and refactor this.

  • But I realize that I totally go this wrong

  • and I have some code that I did the other day here.

  • There we go. (bell dings)

  • This is what I've been trying to do.

  • I want to add those two things together times S zero,

  • and those two things together times S one, okay.

  • Alright, no errors.

  • Woo, woo, no errors, no errors.

  • This is, by the way, what I really like to avoid doing.

  • I don't like to code for ever and ever and ever

  • without testing, so if this like actually works

  • when I start to render it, I will be

  • completely and totally god smacked. (laughs)

  • Okay.

  • So now, I need a time step function.

  • So I need a function, time step,

  • to step through every moment of time with the fluid.

  • Going back to Mike Ash's paper,

  • there is a step function, which I'm going to grab.

  • Course I just wrote it out here.

  • But what I want is void step.

  • And I have all these as variables, but let's,

  • let's change that to this dot.

  • Replace float space star.

  • I know you can't see this.

  • Replace float space star

  • with float bracket star, no, float bracket space.

  • I don't need, and I don't need the N,

  • or the number of iterations.

  • I don't need the Z.

  • So, iterations is four.

  • Okay, so let's look at that.

  • The process here is what?

  • Diffuse the velocities.

  • Right, diffuse the velocities.

  • Based on the time step and viscosity.

  • The Xs and the Ys, the one and the two

  • is controlling the set bounds function.

  • Then project, which is clean everything up

  • to make sure it's the same amount of fluid everywhere.

  • The velocities.

  • Then run advection, advect on the velocities, X and Y.

  • Then, clean all that up.

  • Then, diffuse the density and advect the density.

  • The density doesn't need the project step,

  • because the density doesn't remain consistent around it,

  • it's the dye that actually

  • is moving around and is inconsistent.

  • So we should really be in, we really got

  • this whole thing programmed now.

  • We should've just started with,

  • definitely should've started with memos library. (laughs)

  • So if I say background zero,

  • and I say fluid step,

  • let's run this.

  • Hey, no errors.

  • Oh, happy day, I mean, give me a,

  • I'm going to be shocked if I can actually render this.

  • But let's actually render this.

  • So first, let's do a thing where,

  • where as I drag the mouse, I'm going to add dye.

  • So I'm going to add dye in mouseX and mouseY,

  • some amount of dye.

  • Okay?

  • Oh, and I need to say fluid.addDensity.

  • Alright, no errors, that's good.

  • That function's called.

  • Now let's try to render.

  • Let's call renderD for rendering the density.

  • So how am I going to do that?

  • You know what I should actually really do?

  • I'm going to change this to 64.

  • And then I'm going to create a variable

  • called scale, and make that four.

  • And then,

  • and then I'm going to say size is N times scale.

  • N times scale, so I'm actually going to like,

  • lower it, and let's actually, let's make the scale 10.

  • So now we should have, and if I comment this off,

  • I should have 640 by 640 window, okay.

  • So now fluid renderD.

  • I'm going to go here, I'm going to add

  • a function in the fluid class.

  • I kind of want to take all these functions out

  • and put them in a separate tab.

  • I'm going to call this more fluid.

  • So just like the fluid class this year,

  • which has less stuff in it,

  • then I'm going to say, renderD.

  • So this should be pretty easy

  • in that I'm just going to say int I equals zero.

  • I is less than N.

  • I plus plus.

  • So I'm going to loop through.

  • J, then I'm going to use J.

  • Then X is going to be I times scale.

  • Y is J times scale.

  • I'm going to draw a rectangle at XY

  • scale, which is really a square, scale scale.

  • By the way.

  • Did you know that Processing

  • now has the function square in it?

  • I'm going to draw a square, get rid of that.

  • Oh, that's going to work, I've never used this before.

  • This is a momentous occasion four hours into this video.

  • Then I'm going to say, fill,

  • 255, 100.

  • I just want to see, like just going to put arbitrary fill.

  • Great, so I can see all of those squares are there.

  • I'm going to say no stroke.

  • And then now what I want to do is the density

  • is this.density at the index I and J,

  • and I want to, I'm going to make that the alpha.

  • So D is D.

  • So the alpha of that square,

  • I mean it could just be the brightness,

  • but let's just make it the brightness, directly.

  • So it's black, oh, right out of bounds exception.

  • Okay, interesting.

  • Ah, I forgot.

  • So if I am adding fluid at mouseX and mouseY,

  • I have to divide that now by scale.

  • 'Cause I scaled up the screen.

  • So that has to be divided by scale.

  • There we go, okay.

  • So you can see I'm adding the fluid.

  • Great.

  • Alright, so that's something.

  • Now there's, I guess the water is completely still.

  • Didn't I say it would diffuse anyway? (laughs)

  • Let's try adding some, let's try also adding some velocity.

  • So I need to just also add, you know what I'm going to do?

  • I have an idea.

  • When I do that, I'm also going to add velocity.

  • At that spot, and add velocity expects what?

  • Expects the X and Y and the amount X and Y, okay.

  • So the X and Y, and now, I'm going to do this.

  • Let amountX equal mouseX minus pmouseX.

  • PmouseX is the previous mouse possession.

  • So the velocity is going to kind of be

  • in the direction that I'm dragging.

  • Not let, float.

  • Java, not Javascript.

  • And an amount Y is mouseY.

  • PmouseX.

  • So let's add that amount.

  • Oh, Y, let's see what happens here.

  • Ooh, okay, I don't mind that so much.

  • We got an array out of bounds exception.

  • So what went out of bounds?

  • One thing I can do here, (laughs)

  • where's my index function?

  • X equals constrain X two zero N minus one.

  • Let's just put a constrain in here.

  • I don't know whether I have a bug

  • in my code or this is actually necessary.

  • But let's do that.

  • Oh, there we go.

  • Oh my god.

  • Ah.

  • (bell dings)

  • (whistle whistles)

  • (dramatic music)

  • I think what I want to do is add something that always like,

  • yeah, 'cause look at this, I'm going to always like fade out,

  • I'm going to add something to like fade.

  • I'm going to add a function called fadeD.

  • I should really render the velocity, where I'm going to say,

  • four and I equals zero,

  • I is less than this.density.

  • Length.

  • I plus plus.

  • Density index I minus equal one.

  • And then density index I equals constrain.

  • Density index I, actually no, I can just do this.

  • Equals constrain, here.

  • FloatD equals density index I.

  • And then constrain,

  • I want to set it equal to D minus one,

  • but stay within zero and 255.

  • And then let me add fluid render fadeD.

  • I also want to render the velocity field.

  • So just because if I add a lot,

  • I mean that's too much fade.

  • I just want it to like lose,

  • I just want it to like, the dye to like peter out.

  • Right now I think the dye is kind of like infinite.

  • It's additive.

  • So but this obviously maybe I just

  • want it to peter out more slowly.

  • Alright, this is a nice little swirl effect.

  • Now, here's what I want to do.

  • I would like to, I mean the other thing I could do

  • is make this 128 and change the scale to five.

  • Can it, yeah.

  • So that's nicer, it can still perform,

  • the frame rate is still fine.

  • So what I want to do is I actually want to now,

  • I'm going to just use Perlin noise really quickly.

  • I'm just going to add density to the middle.

  • This is what I should be doing.

  • So what happens if I add,

  • just continuously add density all the time

  • in Draw, and this has to be converted into an integer.

  • This is kind of silly what I'm doing, but it's fine.

  • Alright, so now, the dye is just sitting there

  • in the middle that I can kind of drag around.

  • But what I want to do now is,

  • I'm going to take this, and I'm going to use Perlin noise.

  • I'm going to say, noise of some time,

  • map noise of some time, which goes between zero and one

  • to between negative one and one.

  • And amount Y

  • is the same, but I'm going to look at like a different part

  • of the noise base, if you're not familiar with Perlin noise,

  • I would encourage you to check out my Perlin noise videos.

  • And then, I'm going to say this also

  • is going to be the same at this spot here.

  • So I'm going to say int center X equals this.

  • Int centerY equals that.

  • Then add some density at center X, center Y.

  • You could actually make this like

  • a random amount of density maybe.

  • And then add the velocity according to Perlin noise.

  • I am going to create a variable called T,

  • which is kind of like the offset through the noise space.

  • And I'm going to have T, oh, I should be using,

  • ah, I changed my mind, I'm going to use a Pvector.

  • And I'm going to say, angle equals noise of T

  • times two pi.

  • And then I'm going to say a PVector

  • is PVector from angle.

  • Create a vector

  • from angle,

  • that angle.

  • And then, then the time will go up.

  • And this is V.X, V.Y.

  • And let's try, I don't know what it should be,

  • but let's try like making the vector

  • a little bit stronger right now.

  • So let's see here.

  • There we go, yeah, this is what I was trying to do.

  • Maybe it is

  • too strong.

  • Yeah, this is kind of the idea.

  • I'm not seeing, I just wanted it to kind of like

  • shoot it out randomly.

  • Let's take out the fade, let me try,

  • someone's telling me I swapped VX and VY at line 96 and 97.

  • Oh, okay, thank you.

  • So that's an important fix. (laughs)

  • I mean visually we were getting some results anyway.

  • Let me go back to making it,

  • let me do this.

  • Let me add, alright, one thing I could try,

  • and I think you get the idea,

  • but one thing that I could try is I could try

  • kind of adding some density in a little grid pattern.

  • This might be sort of nice to do,

  • and then I could say, plus I.

  • So this is just adding a lot more density.

  • And let me turn that back to zero.

  • And,

  • yeah, that's kind of, this is more like what I wanted.

  • There we go, okay.

  • That was too, the velocity was too strong.

  • Okay.

  • So here we go, this is more what I was looking to try to do.

  • I've got sort of Perlin noise controlling this angle.

  • I'm just like dropping in dye constantly.

  • It'd be sort of interesting to like sprinkle dye everywhere.

  • There's so much you can do with color,

  • to drop particles in, so let's recap what I've done.

  • I wanted to have some type

  • of visualization of turbulent fluid.

  • I think I mostly have it.

  • And I have ported all the code from Mike Ash's page.

  • I'm actually going to release this code as is.

  • This was like super long.

  • I would really like to come back.

  • And I would like to come back and try, when this,

  • try refactoring this and try

  • to understand the pieces of it a bit more.

  • I would like to, and then also I would like to create

  • a particle simulation on top of this where I can drop in

  • particles that sort of fly around based on the vector field.

  • That is more like the reference on the GitHub thread.

  • So I'm kind of imagining something like this,

  • where I'm actually just going to draw particles moving around

  • according to the vector field and see what that looks like.

  • Then ultimately I think what I want to do

  • is try maybe moving to use one of these libraries,

  • which has more, a sophisticated solver,

  • I think this project by Gabriel Weymouth

  • I would like to take a look at.

  • So I'll probably do some followup videos.

  • I don't know if this was helpful or interesting.

  • It's useful for me to try to do it.

  • Took over an hour.

  • But this is the process, I think, but if anything,

  • this was useful to sort of see the process

  • of trying to figure out somebody else's code written

  • in another language and port it.

  • We could try porting this in JavaScript

  • and see if it performs even with just like

  • raw 2-D canvas, I'd be curious to see that.

  • So go ahead and do that.

  • Thank you to some comments from many people in the chat,

  • but specifically Kaye Wiegmann, who pointed out

  • that I do not have turbulence if the viscosity is zero.

  • So I now adjusted some things.

  • So I created a viscosity of, let me just zoom into this.

  • I created a viscosity, a pretty low viscosity,

  • but it's a nonzero viscosity.

  • I also sort of changed the way I'm adding the density,

  • and removed that fade, and you can see, this has,

  • you'll notice, this has more of the quality of turbulence.

  • And yes, I challenge you now, take this code and add,

  • it's filling up now, add rainbow colors.

  • So, what do you keep a separate RGB channel?

  • So the things that I did, just you see,

  • is like, that I'm going to publish to go with this,

  • is I actually have a pretty low viscosity.

  • Ooh, why did the time step get so big?

  • The other thing that I also did is I adjusted

  • the range of the angle to wrap around twice.

  • So two pi times two, because Perlin noise

  • is going to tend to give me values around .5,

  • so it was really sticking around pi.

  • So this now is my final version,

  • let me fix up some stuff here.

  • If you're at the end of this video, hashtag TeamTurbulence.

  • Okay?

  • Hashtag TeamTurbulence on Twitter.

  • Let's blow it up, of course, no one's going to

  • have made it to the end of this video.

  • But let's do this, color mode, HSB one.

  • So, oh, my range is between zero and 255.

  • So let's do a fill.

  • D 255, 255, 100, I think this is not what I want to do.

  • Yeah, there we go, except,

  • there we go. (laughs)

  • Hue, saturation, brightness, that's pretty interesting.

  • Team Turbulence all the way.

  • This is my turbulence song.

  • (driving electronic music)

  • Team Turbulence!

  • Ch ch ch ch ch.

  • (driving electronic music)

(whistle whistles)

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コーディングチャレンジ #132: 流体シミュレーション (Coding Challenge #132: Fluid Simulation)

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    林宜悉 に公開 2021 年 01 月 14 日
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