There's a guy who tested his own LBM solver on a space shuttle model <a href="https://www.youtube.com/watch?v=5AzxwQpng0M" rel="nofollow">https://www.youtube.com/watch?v=5AzxwQpng0M</a> at 60x higher resolution than the largest Space Shuttle CFD simulation ever done by NASA. Took 6 hours to calculate on an academia GPU setup.<p>Edit: He also says it's full engineering accuracy, not cheap CGI CFD that only has to look plausible. You could extract pressures, forces from the surfaces and use it for analysis. He's done extensive validation for his academic work.
One of my favourite wind implementations (both visually and from a game design standpoint) has been the winds in Ghost of Tsushima, there is a interesting talk/video with the developer who worked on it. <a href="https://www.gamedeveloper.com/api/redirects?to=/gdc2021" rel="nofollow">https://www.gamedeveloper.com/api/redirects?to=/gdc2021</a><p>The way they decided to use the wind to guide players to the next point of interest is also an interesting concept in the minimap-plagued open world genre.
There is a youtube series with a coder doing this sort of thing that is absolutely amazing: <a href="https://m.youtube.com/watch?v=eaXk97ujbPQ" rel="nofollow">https://m.youtube.com/watch?v=eaXk97ujbPQ</a>
WAsP CFD [1] is the industry-standard (at least it was when I worked in wind engineering 10 years' ago) for modelling flow over complex terrain, and is applied to wind farm modelling.
[1] <a href="https://www.wasp.dk/waspcfd/flow-model" rel="nofollow">https://www.wasp.dk/waspcfd/flow-model</a>
Not sure if they changed things, but Blender's fluid simulator was[1] based on the Lattice-Bolzmann method[2].<p>[1]: <a href="https://docs.blender.org/manual/en/2.79/physics/fluid/types/control.html" rel="nofollow">https://docs.blender.org/manual/en/2.79/physics/fluid/types/...</a><p>[2]: <a href="https://elbeem.sourceforge.net/" rel="nofollow">https://elbeem.sourceforge.net/</a>
I'd like to see validation of these results with a traditional numerical meteorological model like WRF at microscales, or relative to actual measured winds from a wind farm. If accurate, it could be dramatically faster than the typical NS solvers.
This is interesting to me but I have a question on the definition of a fluid that is presented here. It says it is a medium that cannot resist any stress applied to it —- is that not what surface tension does? Anyone smarter than me got an explanation?
So cool. Wish I have read this two years ago when I started to work with Lattice Boltzmann simulations using OpenLB (which is incredibly complex and rather underdocumented).