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IISPH

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. 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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