Still frame from a video showing a man wearing a VR headset

Proof of Concept: Realtime Fluid Simulation in VR

I am happy to share a little insight into a project I was working on last year. In collaboration with Dirk Hartmann and Theodoros Papadopoulos from Siemens Corporate Technology I implemented two VR applications. Both apps utilize realtime fluid simulation to interactively simulate the behavior of smoke.

I can’t talk about the details here, but I would like to share two posts from Dirk and Theo on LinkedIn including demo videos of the applications we made.

The post from Dirk on LinkedIn shows the first Virtual Reality prototype. It gives a good impression on the interactive smoke simulation.

What the video doesn’t show is the simulation of air within the rooms. It looks like the fan is simply applying forces to the smoke particles, but actually the whole room is filled with invisible air fluid. That makes the simulation much more accurate.

Theo’s post on LinkedIn provides an insight into the the second Virtual Reality prototype. In that demo we interactively simulate smoke in a wind tunnel. Yellow parts of the car are adjustable to change and optimize the air flow around the car.

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Chris

Christian Kauppert is a freelance game engine developer and VFX compositor living in Berlin. He uses this blog to show and write about selected works. Occasionally Chris also writes about issues and solutions he stumbles upon while developing interactive experiences and games.

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