POV-Ray : Newsgroups : povray.binaries.images : Water-Surface WIP Server Time
13 Aug 2024 13:23:03 EDT (-0400)
  Water-Surface WIP (Message 1 to 1 of 1)  
From: Tim Nikias v2 0
Subject: Water-Surface WIP
Date: 25 Mar 2003 19:05:12
Message: <3e80eeb8@news.povray.org>
Just wanted to share the latest enhancement of
my Water-Surface-Include:
It now supports a feature I have dubbed
"Fundamental Blockers", which shall make it
obvious that these blockers aren't meant to
be moved around. They're processed on the
first frame, and that's it, thus, "fundamental".

I had thought about confining the water to other
than rectangular pools, and thought it best to
speed up parsing process if a surface would actually
find itself in a non-rectangular environment.

Thus, the grid is then processed in such a way
that nodes which won't add to the waves (since
they inside the blocker) aren't processed. And it
works better than checking those nodes each
frame, the loop parsing the nodes will just
NOT touch them. A special macro reads an array,
which tells the loop to which node it should jump
next, thus it may jump across dead nodes very
easily (and thus gain quicker parsing).

On my last animation one could see problems with
the waves touching the walls of an object, since the
dead nodes wouldn't move. Now, edge-nodes (dead
nodes which are touching at least one active node)
will average the height of the active neighbour nodes.
In order to determine for every dead node which
neighbours to check (to save checking every neighbour
every time), I've come up with Prime Factoring.
If the "neighbour-value" is 1, the node stays utterly
dead. If its modulo 2 = 0, this means that the first
neighbour is required for averaging. If its modulo 7=0,
thats the third neighbour. The "neighbour-value" is
simply created by multiplying the initial value 1 with
a prime, which is "linked" to a neighbour. Thus,
prime factoring will get me which neighbour is needed.

Anyways, here's just one image of the latest animation-
test. I'll now move on to experiment how to introduce
object-water interaction and temporary blockers...

Here's a link to the 804kb-MPEG1-animation, which
you can also find by looking into the WIP-Section of
my Homepage:

http://www.digitaltwilight.de/no_lights/wip/water/water_block.mpg

You'll find the link to my homepage in my sig.

Regards,
Tim

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde


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