HW3: Changing Gravity
CS 482/681, Dr. Lawlor
I'd like you to build a fluid dynamics simulation where the gravity
direction is not constant relative to the simulation's grid.
You should verify that the fluid slowly sloshes against the sides of
the box in a plausible fashion, and that the simulation runs smooth
- Begin with a phase
field fluid dynamics simulation that responds to gravity.
Math.sin(0.1*lib.time) radians, with 0 radians meaning gravity
pushes straight down, and every frame update the orientation of
the textured square showing our simulation output tilted to that
- Get the direction of gravity into the fragment shader.
(I used a float to pass in the angle as a uniform, you could
also use a uniform vec2 to pass in the gravity vector, or
recompute it from time inside the shader.)
- In the shader, force the outer 10% of the simulation domain to
be stationary (zero velocity).
- Apply the varying gravitational acceleration to one phase of
the fluid, assuming that phase is 10% denser than the other
fluid phase. You can ignore the centrifugal and Coriolis
forces due to the nonuniform motion of the grid itself (this is
plausible if the grid rotation is slow).
To save your PixAnvil simulation, hit the "Save" tab, select all the
text, and save it to a .html file using a plain text editor such as
Notepad. Turn in your model and updated .html simulation as a
.zip file on
Blackboard (you'll need to log in first)
by the due date of Friday, April 14.