![]() In fact the definition is much more precise.Īccording to Wikipedia, a fluid is a medium which cannot resist any shear stress applied to it. While we know intuitively that water is a fluid, it surprised me to learn in my first fluid mechanics lecture that the definition of a fluid has nothing to do with gaseous or liquid states of matter. Feel free to skip it if you are familiar with computational fluid dynamics or are only interested in the implementation. Note: This section assumes familiarity with calculus of integrals and derivatives, in order to relate mathematical and physical models. The terrain was generated using my SimpleHydrology system ( code, article). Then I will show how I apply this method to wind on terrain, and present an implementation (with code samples) in GPU accelerated form using compute shaders in OpenGL4 / C++. In this article, I want to give context to the relation between the physical and mathematical modelling of fluid flow problems and explain the Lattice Boltzmann Method. ![]() I chose to focus on wind simulation first, because a good wind model can act as the base for future atmospheric simulation. I decided to overcome this by stepping into 3D simulation of wind on terrain using the Lattice Boltzmann Method. Some of my previous attempts at atmosphere simulation included Finite Volume Methods and Cellular Automata. Note: Many interesting atmospheric phenomena, such as updrafts, require a 3D or layered atmospheric model. While I made some previous attempts at simulating clouds, climate and wind patterns, these were all in 2.5D, which I found insufficient to simulate a real micro-climate. While highly complex, it always seemed like a fascinating goal. Initially, I was motivated by the idea of simulating cloud patterns with realistic coupling to the terrain. I have always been intrigued by the fact that the atmosphere is a major driving force behind geomorphological processes.įrom climatological patterns, to wind-shadow effects and the coupling to vegetation and erosion, the movement of mass and energy through wind is an important contributor. I believe that in order to generate interesting terrain, you have to simulate processes which are often as complex as they are subtle. hydraulic, thermal and wind erosion processes. This primarily includes various forms of erosion, i.e. Individual sections contain references to specific code snippets below.įor a long time I have been working on generating terrain by simulating geomorphological processes. Note: The full source code for this article can be found here (summarized version).
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