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realtime-cloth-fluid

real-time cloth and fluid

PBD, FLIP

SystemTechniques · 13Primitives · 24 realtime-cloth-fluid Marching cubesgraphics · medium: Extract triangle meshes from scalar fields (marching cubes, dual contouring)Graph coloringgraphs · medium: Greedy/DSatur colouring for conflict-free assignment such as radio channelsLevel set methodsnumerics · medium: Implicit surfaces as signed distance fields: advection, reinitialization, fast marchingContinuous collision detectionphysics · medium: Time-of-impact via conservative advancement or swept shapes to stop tunnelingFlip pic fluidphysics · medium: FLIP/PIC/APIC hybrid particle-grid fluid: particle-to-grid transfer, pressure solve, grid-to-particlePosition based dynamicsphysics · medium: PBD and XPBD: project positions onto constraints with compliance for stable cloth and soft bodiesPressure projection methodphysics · medium: Chorin projection: solve a pressure Poisson equation to make velocity divergence-free (MAC grid, SIMPLE, PISO)Spatial hashingphysics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.›Bounding volume hierarchyphysics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.›Semi-implicit Eulernumerics · low: Update velocity from forces first, then position with the new velocity: explicit Euler cost, but symplectic and stable; the default game-physics integrator.›Conjugate gradientnumerics · low: Krylov iteration for symmetric positive definite Ax = b using one matrix-vector product and two dot products per step; converges in about √κ iterations.›Multigridnumerics · low: Smooths high-frequency error on the fine grid and solves the smooth remainder on coarser grids; O(n) elliptic solves at any resolution.›Radix sortsearch-sort · low: Non-comparison sort that distributes keys by 8-bit digits; several times faster than comparison sorts on large arrays of integers, floats or fixed-size keys.›Parallel prefix sumsearch-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compactionFinite differencesnumerics · low: Replace derivatives with weighted differences of grid values; simple stencils plus a stability condition (CFL) turn PDEs like heat, advection and waves into array loops.›d-ary heapdata-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.›BFS and DFSgraphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.›Runge-Kutta 4numerics · low: The classic four-stage, fourth-order ODE step; error drops 16× when the step halves, with no derivatives or past steps needed.›Newton root findingnumerics · low: Linearize at the guess and jump to the tangent root; quadratic convergence near a simple root, made robust by brackets (1D) or line search.›GJK and EPAphysics · low: GJK decides whether (and how far apart) two convex shapes are from their support functions alone; EPA expands its simplex into penetration depth and normal.›Sweep and prunephysics · low: Sort box endpoints along an axis and sweep: only intervals that overlap on that axis are tested; near-linear per frame thanks to temporal coherence.›PRNGs (PCG, xoshiro)numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.›Spline interpolationnumerics · low: Linear, bilinear/trilinear and cubic spline interpolation on grids and tables+ 6 more techniques+ 8 more primitives

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