K φ° Xo Yo delay fps

Use your fingers or mouse to control the model (hold

moving in the

## Boundary conditionsTextures with simple and natural periodic boundaries are used in previous applications (corresponding to periodic grid of fictitious sources). To take into consideration complex boundary it is enough to "draw" corresponding region carefully. Then the boundary values will stay fixed during calculations. The pattern shown to the left is used to simulate two slit interference. Herea = 1 - 2/N, N = 1024.
Corresponding texture coordinates are calculated as
.
T_{k} = (R_{k} + 1)/2 |

Simulations on GPU