Vijay Shingala

C++ - OpenGL

 Jello Cube Simulation

3D Mass-Spring Particle Systems | Numeric Integration | Collision Detection / Response

Description: In this project a jello cube simulation is created by implementing a mass spring damper particle system that moves based on gravitational and collision forces. The numeric integrations used to create the discrete simulation steps include Euler , Mid-Point, and Runge-Kutta. From the three numeric integrations mentioned, Runge-Kutta is the most stable and is used in generating the final animations that were imported into Maya from C++. Structural, Shear, and Bend Springs are used in the mass spring system to keep the Jello Cube both jiggly and stable. 

Smoke Simulation 

Semi-Langrangian Approach | Navier-Stokes Equation

Description: In this project, a smoke simulation was generated by implementing the Navier Stokes fluid equation through a semi-Lagrangian approach. The method involves calculating the various terms such as temparature, density, and velocity in the fluid equation on a MAC Grid.  The advection terms are calculated using a semi-Lagrangian approach where particles are traced backward in time. Body forces such as gravity are evenly applied to the entire grid in each simulation loop. Finally in order for the simulation to work, the fluid incompressibility equation must remain zero.

Water and Rigid-Body simulation

Heightfield Water-Mesh (XNA 4.0 C# implementation) | Box Rigid Body Physics | Particle Physics Splashing

Description: This projects involves creating a water simulation using height-fields where only the y value of each point on the mesh changes as a result of rigid body forces and the up and down movement of neighboring points. The rigid-bodies all have box collision implemented and the rigid-body / water collision creates a particle system splash based on the force applied to the mesh.

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