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Smoothed Particle Hydrodynamics implementation problem

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Hi there everyone! I'm trying to implement SPH using CPU single core. I'm having troubles in making it stable. I'd like some help in order to understand what is wrong and how could I fix it. Please, take a look at the following videos:

" rel="external">Water inside sphere using Kelager's parameters

" rel="external">Water inside big box

" rel="external">Water inside thinner box

I've already tried using XSPH, the hash method to find the neighbors (now I'm using the regular grid, because the hash method didn't work for me) and two different ways of calculating the pressure force.

I'm using mostly the following articles:

Particle-Based Fluid Simulation for Interactive Applications, Matthias Müller, David Charypar and Markus Gross

Lagrangian Fluid Dynamics Using Smoothed Particle Hydrodynamics, Micky Kelager

Smoothed Particle Hydrodynamics Real-Time Fluid Simulation Approach, David Staubach

Fluid Simulation using Smoothed Particle Hydrodynamics, Burak Ertekin

3D Langrangian Fluid Solver using SPH approximations, Chris Priscott

Any ideas? Thanks!

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I've just tested simulating steam as well (as described by Kelager):

" rel="external">Steam inside a sphere

What do you guys think is going on (e.g., the problem probably is with the pressure force, or viscosity, or fiding the neightbors, or with collision response, etc).

I can post the Fluid class if you guys need it. Thanks!

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