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The video shows a simulation of water for visual effects implemented using a novel method called IISPH (Implicit Incompressible Smoothed Particle Hydrodynamics). The method was published in a paper titled the same by Markus Ihmsen, Jens Cornelis et al. (https://graphics.ethz.ch/~sobarbar/papers/Sol13b/Sol13b.pdf). During my intern at the Multimedia Lab in ETS, Montreal, I researched, understood and implemented the algorithm in C++.
I closely worked with a PhD student in the Lab, Francois who was writing his thesis in the field of Physics based simulations. He guided me to understand the concept and help me set up a basic class diagram for the implementation.
Once the class diagram was laid out, half of the implementation was taken care of. I followed it up by analyzing the paper in detail and writing code to correspond to every step of the algorithm
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