Position Based Fluids – this fluid simulation technology has indeed got some attention lately, and now, new “Position Based Fluids” paper by Miles Macklin (NVIDIA) and Matthias Müller-Fischer (NVIDIA) can give one a proper insight on the algorithm.
In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications.
In this work we present an iterative density solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set of positional constraints that enforce constant density, our method allows similar incompressibility and convergence to modern smoothed particle hydrodynamic (SPH) solvers, but inherits the stability of the geometric, position based dynamics method, allowing large time steps suitable for real-time applications.
We incorporate an artificial pressure term that improves particle distribution, creates surface tension, and lowers the neighborhood requirements of traditional SPH. Finally, we address the issue of energy loss by applying vorticity confinement as a velocity post process.