The SPH (Smoothed Particle Hydrodynamics) fluid simulation is a program I wrote for my diploma thesis entitled "the SPH method for physical accurate draining of water on surfaces".
The following features are implemented:
The program is written in C++ and has been compiled for Windows and Linux. The GUI, the OpenGL output and threading are done using Qt. The simulation state can be dumped to disc for usage in other programs. To visualize the results I wrote a small Maya plugin, which either directly reads stored obj sequences or uses the marching cubes surface reconstruction to create a surface from the particles. Both plugins can be downloaded here (Maya 2013 x64).
[BT07] BECKER, Markus ; TESCHNER, Matthias: Weakly compressible SPH for free surface flows, 2007
[IAGT10] IHMSEN, Markus ; AKINCI, Nadir ; GISSLER, Marc ; TESCHNER, Matthias. Boundary handling and adaptive time-stepping for PCISPH, 2010
[Mon05] MONAGHAN, J J.: Smoothed particle hydrodynamics, 2005
[MCG03] MÜLLER, Matthias ; CHARYPAR, David ; GROSS, Markus: Particle-based fluid simulation for interactive applications, 2003
[SB12] SCHECHTER, Hagit ; BRIDSON, Robert: Ghost SPH for Animating Water, 2012