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http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
Significantly less impressive than you'd think. Check out page #3, for
example. It appears to be merely a trivial repeating texture. There's no
hint of all the complexity that the paper claims goes into generating
this...
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Invisible wrote:
> http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
>
>
> Significantly less impressive than you'd think. Check out page #3, for
> example. It appears to be merely a trivial repeating texture.
It *is* a trivial repeating texture, when static. See page 9.
> There's no
> hint of all the complexity that the paper claims goes into generating
> this...
Probably because it's not animated, and thus a dynamic flow of water isn't
going to be obvious in a printed paper.
Thanks for the paper, tho. That's interesting.
--
Darren New, San Diego CA, USA (PST)
"How did he die?" "He got shot in the hand."
"That was fatal?"
"He was holding a live grenade at the time."
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On 07/02/2011 06:05 PM, Darren New wrote:
> Probably because it's not animated, and thus a dynamic flow of water
> isn't going to be obvious in a printed paper.
Yeah, that was my conclusion too.
> Thanks for the paper, tho. That's interesting.
I'm still waiting to see a water system where the ripples reflect off
obsticles in the water. I mean, hell, it can't be *that* hard to fake
such an effect, even if solving the wave equation for real is too
expensive...
Then again, I'd also like to see water that *isn't* a mathematically
flat plane. :-P
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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On 07/02/2011 9:04 PM, Orchid XP v8 wrote:
> I'm still waiting to see a water system where the ripples reflect off
> obsticles in the water. I mean, hell, it can't be *that* hard to fake
> such an effect, even if solving the wave equation for real is too
> expensive...
>
> Then again, I'd also like to see water that *isn't* a mathematically
> flat plane. :-P
Tim Nikias did a water simulation some time back. It is a 3D SDL one.
It can be found at http://www.nolights.de/downloads.html#lssm
--
Regards
Stephen
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Stephen wrote:
> Tim Nikias did a water simulation some time back. It is a 3D SDL one.
> It can be found at http://www.nolights.de/downloads.html#lssm
Wrong group! Wrong group! You must stay off topic! ;-)
--
Darren New, San Diego CA, USA (PST)
"How did he die?" "He got shot in the hand."
"That was fatal?"
"He was holding a live grenade at the time."
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> I'm still waiting to see a water system where the ripples reflect off
> obsticles in the water. I mean, hell, it can't be *that* hard to fake
> such an effect, even if solving the wave equation for real is too
> expensive...
I think there was a boat racing game recently that did this (the boats
affected and got effected by the waves). Simulating the wave equation
(or a good approximation of it) is quite easy to do now on the GPU
thanks to being able to use texture lookups in a vertex shader. Having
it interact with other objects seems a simple case of having an
additional 2D texture to show where objects are, and then using that as
you're solving the wave equation.
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On 07/02/2011 11:58 PM, Darren New wrote:
> Stephen wrote:
>> Tim Nikias did a water simulation some time back. It is a 3D SDL one.
>> It can be found at http://www.nolights.de/downloads.html#lssm
>
> Wrong group! Wrong group! You must stay off topic! ;-)
>
Mea culpa.
Mea maxima culpa ;-)
--
Regards
Stephen
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