Commit Graph
6 Commits
Author SHA1 Message Date
sunxfancy 60b01b6ce2 fix(fluids): stabilize surface simulation timesteps 2026-08-23 19:11:18 +08:00
sunxfancy e831797957 feat(fluids): bridge droplet caps into scene rendering 2026-08-23 19:07:05 +08:00
sunxfancy 7435721367 feat(fluids): build oriented droplet render instances 2026-08-23 18:58:29 +08:00
sunxfancy f8ad9900bc fix(fluids): preserve sphere reference visuals 2026-08-23 18:35:14 +08:00
sunxfancy dd35636a9f feat(fluids): support droplets on dynamic surfaces 2026-08-23 18:01:44 +08:00
西风逍遥游 203c2a21e9 feat(fluids): Bingham yield stress and screen-space surface reconstruction
Phase 3 of the surface fluid simulation:
- Bingham yield stress in the CPU solver and integrate kernel: effective
  viscosity grows as local shear rate drops, so mud piles up and freezes
  instead of spreading like water.
- FluidSurfaceRenderer: screen-space fluid rendering pipeline (splat depth+
  thickness with atomic min/add, bilateral depth smoothing, view-space normal
  reconstruction from depth gradients, water/mud shading), mirrored 1:1 in
  FluidSsfKernels.h and driven through the gpgpu compute queue with a CPU
  fallback and PPM debug output.
- Script API: Fluids.newSurfaceRenderer + FluidSurface (render/setCamera/
  setMode/writePpm).
- Design + usage spec under docs/dev/specs.
- Tests: yield-stress freeze, SSF single-particle depth/normal/thickness,
  water-vs-mud shading, GPU SSF pipeline with PPM artifact (17 fluids cases).
2026-08-23 00:17:00 +08:00