Category Archives: blender
[RTPS] Fluid and Rigid body interaction
My buddy Andrew Young at FSU DSC has made some serious progress with RTPS! He’s implemented rigid bodies with particles and they can interact with the fluid. Watch the video and be amazed as a block of particles splashes, floats … Continue reading
[RTPS] Master’s Thesis Defense Presentation
Hello World! Today I became a computational science ninja master! Well, maybe not so much the ninja part, but my vim skills are starting to feel like Jedi powers. This morning I gave an hour long presentation on my work … Continue reading
Particles in BGE: Improved Code, Collisions and Hose
Hello world! I’m back with another video to show you guys what we are cooking up here at DSC. I’ve made a lot of internal improvements to the code, but I have a little something to show as far as … Continue reading
Hijacking the BGE for Fun and Particles
Hello world! Care to take a journey into the annals of my twisted mind? Join me on a ride through a small part of the Blender Game Engine on a rickety roller coaster of code and commentary. For those interested … Continue reading
Particles in BGE: Fluid Surface and Collision in the works
Hello, World! Just keeping you guys up to date with what we are doing. I’d like to introduce someone who’s joining me in development of RTPS, Andrew Young. He’s a student at DSC interested in GPU computing and his current … Continue reading
Particles in BGE: Fluids in Real Time with OpenCL
Latest Update: Improved Code, Collisions and Hose Gentlemen, behold! (Ladies too). At last I have something to show! My advisor and I have finally gotten to a point in our implementation of our Real Time Particle System that it can … Continue reading
Particles in BGE Update: GLSL, more options
So I’ve been making some headway with my OpenCL Particle Systems in the Blender Game Engine. I now have the option to render the particles with GLSL (Hi moguri, I’m going to need more help!), and I have improved my … Continue reading
20 million particles in OpenCL on the GTX480
I’m trying to push the limits of interactive scientific visualization, so I gotta start somewhere! Ok, so 20 million particles running at ~40fps is not a bad start, but this is also using the simplest rendering possible (GL_POINTS of size … Continue reading
Blender Game Engine: Particles in the Mix
I think I can show you better than I can tell you check out the code This is the first major milestone in my journey! I’ve got a lot of work to do before this is in any usable condition … Continue reading
Simple Particles with OpenCL and OpenGL
And so I reach another milestone in my journey to put OpenCL Particles in Blender! I’ve written my own (very) simple particle system from scratch in C++ using OpenGL and OpenCL, taking advantage of VBO interoperability. OpenCL and OpenGL interop … Continue reading