A Fluid Implicit Particle (FLIP) Sovler Built in Houdini
The following thesis presents the research and implementation of a Fluid Implicit Particle (FLUID). A literature review is included in order to highlight the most commonly used techniques for simulating fluids in the Visual Effects and Computer Graphics industries as well as critically analyse and compare them. A custom build solver was implemented in SideFX’s Houdini using primarily gas microsolvers and VEX Wrangles or VOP networks to simulate the different fields of the fluid as well as foam based on colour. The whole implementation process is broken down in detail justifying every step of the FLIP algorithm. Decisions were also made for the additional shading, lighting and rendering the simulation which required the transformation of particles into a surface. Various scenarios are described as well as possible future improvements that could be made.