Real-Time Eulerian Water Simulation
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- Опубліковано 24 лип 2024
- Video by Nuttapong Chentanez. The technique used is described in the paper Chentanez et al., Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid, Siggraph 2011.
For more videos see / matthiasmullerfischer - Наука та технологія
Playing this video at 2x speed is what it should be capable of at normal speed.
idk, water doesn't seem like the easiest thing to render real time.
Didn't say what should be "currently" possible. ;)
mrensayne Oh I thought you were saying the code should be more optimized.
mrensayne ya the fluid he's using seems to be more viscous than water
now add a few 100 more frames and that's about what is possible I bet today.
I've read all of your papers and added them as an example of my bachelor's degree. I strongly support you guys and hope to reach your level and make something useful really soon. :)
have you?
Inspiration explosion!
Such an obvious technique, yet so brilliant and effective.
I will now work such a system out for myself, and then check how you did it...
Is the underlying concept just segmenting the volume into cells, but limiting the segmentation to an area close to the cells with water? looks amazing. How precise are the loads generated from this kind of simulation?
Yes, use lower viscosity and greater delta_t (longer time tick to make it happen faster) and it will look like amazing water.
Respect for the hard work!!! It's amazing how it's real time aswell. I'm light years away from learning how to use the GPU or programming it correctly for that matter...
This is really really awesome!!, thank you for sharing your results!!
Also, drag prediction is basically impossible which is why the water adhering to the boxes looks a little bit off. There is just no way of resolving the laminar sublayer entirely in real time. I'd say this looks pretty awesome.
Woah. That's the most realistic-looking animated water that I've ever seen. The flow is amazing. o__o
I could watch this all day
Wow just add some sounds and sell it on steam
as "water simulator"
it would be amazing!
that would be possible now lol
@@UrikaTractor fr imagine its capabilities now
Very cool. I guess the next step is to simulate bubbles? Water that sloshes has bubbles, and if they really get mixed in, then you get whitewater, like foam or froth, maybe followed by gentle fizz as the microscopic bubbles slowly make their way to the surface.
this is one of the best real time water simulation i ever seen.. good job :)
The lighthouse part is amazing
where i can download it?
Less water....more like a gel!? But non the less impressive! Can I have this in all my games please? Now?
+TheSneezingMonkey Up the gravity a bit and make the 'water' clear with a *very* faint blue tinge and it will look a lot more like water.
+Liarra Sniffles (“Heart”) I guess you should as well increase sim resolution and dim surface tension. But that would hurt the cpu then.
+Utroll - This sim runs on a GPU. A CPU can't do this in realtime.
I am working on it :D
There seems to be a huge unsatisfied demand of realistic physics in games
There really is ! And im glad you are, ill check out your channel
Those Tall cells are a clever little concept :)
Wow did you use GPGPU to get it real-time like OpenCL or CUDA or did you just write a killer algorithm?
MAtthias, i am a bit stupid, so you have to explain to me in more detail - is this the Lattice Boltzmann Equation method? and if yes (or no) how does it compare to time-dependent RANS turbulent models? does it require more calculating power or is it just superior in all cases. i read that it was more suitable for a wider range of tasks, but this sounds so general that it doesn't speak to me at all
I'm working on implementing a paper: pp. 805-811, 2006. (SIGGRAPH 2006). And the two techniques seem very similar, or is there some difference yet?
My Goodness i Find you under almost any Video i Watch well played Max ;)
It does look absolutely amazing. But I think addition of some foam and spray would make this look even better.
Wow, that looks really good
Most realistic water I've ever seen on a computer program
Sick.
Can't wait to see this sort of thing in video games. Would make for some interesting stuff. Water based monsters, now more realistic then ever!
how does this look so good in realtime, yet it takes blender 2 minutes to render a fluid with no shading that has a super low resolution?
Beautiful. The aesthetics of hydrology.
Wow, I can't believe this is real time, very good work.
What kind of softwares are you using here? We are designing a flood simulation system for the Water Resources Bureau in our city. Can this technique simulate the large-scale rainfall and calculate the river level? If it can, we are willing to cooperate with you and try to apply this technique into practice.
I already knew physx was fun to play with, but this looks intense
So is this something can be purchased for commercial use?? If not who here can do this level of coding/simulation work is interested in a job??
Hello
How to be a true color
Are there no filters or in the same program these colors?
what kind of software is used to make this type of animation..
I'm trying to find a way to simulate something similar. Right now I'm trying Blender but it doesn't seem to be actually physics based. This seems like it may be a bit better, but I still see incorrect viscosity and I'm not seeing conservation of mass, which makes me doubt everything else including obviously conservation of momentum and energy.
Is there a good way to simulate actual physics short of buying $10K software or doing a Phd on a specific flow regime?
+Consult Keith Young You must tell what are exactly you going to try to do?
+Consult Keith Young You must tell what are exactly you going to try to do?
+Consult Keith Young you can use SPHPysics or DualSPH for real scientific flow simulation... But SPH uses lagrangian frame with explicit time stepping type of CFD formulation.
This was done over 6 years ago?? wow! is there any software/plugin made based on this method? preferrably by the original owner :)
Is there a place to download this thing?
amazing real time. what is the name of the software.?? just curiouss bro matthias
what engine is this, download link? please? I find this her satisfying to watch.
wich program are you using for this?
What sort of computer did you use? GPU/CPU?
This isnt made with the Nvidia Maximus setup is it?
this is really amazing
what download link
Whatever program this is, it's awesome!
This is really amazing but I wonder how much cpu and gpu it's using.
nice.. now i want to see a real-time Naviers-Stokes water simulation
That water is THICK but the shading and depth is so great.
Wow,
I wish I could do all that. Is there any tutorial that you would recommend me ?
Are they made with blender ?
Ced UK Enter this videos title into scholar.google.com to find the paper. This is a custom-made shader-based simulation.
Thank you, I will have a look at it.
Is that paper downloadable? And is there any videos explaining how that algorithm works?
So is this using voxels or what? I would like to use this in my game engine.
Why are so many people saying it looks fake? That was amazing! The way the water whipped up when the boxes were lifted, and how each wave collides with each other. I can only dream of the day this comes to games.
what are the gray cells
what software was used to make this?
which software you are using?
what software can produce this?
use a surround particle flex func also lower viscosity and better lighting and particle cout
How do I add colors as true?
Download please!
so this creates a shallow simulation where the "tall cells" are like a fake botton that doesn't get any computational time?
that's a cool way to simplify calculations but it gets hella innacurate in some situations, like 2:25, where a huge mass of water moves from deep to shallow. it should have resulted in a massive increase in "wave height" when it reaches the shallow parts, but since it's treating the terrain like it's almost flat thanks to the tall cells, there's no appreciable change in the wave height.
can it export the Mesh to Maya?
Missachtet diese Art der Simulation nicht sämtliche Strömungen und Wasserbewegungen innerhalb der Tallcells? Weil ganz einfaches Beispiel: Man füllt einen Eimer mit Wasser mit einem kräftigem Wasserstrahl (zb. Duschschlauch ohne Duschkopf geht ganz gut) und zwar etwa so ähnlich wie bei dem Beispiel mit dem Talltank. Resultat müsste sein dass bei der Seite die dem Auftreffen des Wassers auf die Wand gegenüberliegt von unten Wasser zur Oberfläche strömt. Dies ist aber beim gezeigten Beispiel gar nicht vorhanden, den dort gibt es anscheinend nur Strömungen nahe der Oberfläche.
Here's a pun for ya: I guess water and eul don't mix. *badum tss
do you know if anyone can get this for mac?
@BlazeHedgehog even if it looks like slime, still looking epic
i am really confused with all the coments, can anybody just plz specify what program is this?
Depends what you mean by "surreal". It's only calculated using a low resolution grid. So it won't have quite the detail and high frequency variation of real life. Hopefully on current cards this detail can be increased a fair bit.
Are you writing all the code or are you building on top of a existing engine?
what is this called
Wave Race will look awesome!
can i know the name of software please ?
please release this as a program
What this name software ?
Half life 3 should have water physics like this lol. that would be epic to see. seeing as source was good in physics source 2.0 could be epic with physics. thumbs up if you agree
amazing job
What is this thing called
I don't understand. Its this a standalone program for fluid simulation and then you bring into a 3d app? Or is it just a " can do " figure in a simple GPU.
What tool have you used?
extremely cool !!!
I haven't read the author paper, but I think he wrote the animation algorithm himself. It was presented in a prestigious conference (Siggraph).
Just guessing, but I think he used OpenGL with CUDA.
What is that program ?
The processing power can be reached in time. The problem is RAM, which advances at a much slower rate. Right now, processor development is being held back due to RAM not being able to keep up with the speed of the calculations.
No this just uses the gpu
What program
i want it. give me this tool. pretty please? so i can mesh around with it please.
Oddly speaking, if they are tracking the water particles, how do they call this Eulerian? it is still the Lagrangian or at least semi-Lagrangian frame for the equation that governs the fluid, which is the tradition way of fast simulation of fluid, gas, etc. Eulerian simulation would concern solving Navier-Stokes equation. I doubt any current GPU could reach 30fps in simulating Eulerian water, in that you only could use 1/30s to solve the eq on a 128*128*128 grids to some certain precision.
Imagine seeing this in VR
Why does people complain how it looks if you compare with what we used to have. Sure I do agree with the viscosity but this are great news and looks GREAT! Think of the feeling when this technology gets optimized and better and also when starts using within games! :) - I am waiting! :D
yes, but when will we see this in a game?
Leonard Euler would like this video.
this is sick! looking forward to some proper unpredictable breaks in the next gen surf games. we're ridiculously overdue for a new one! and we don't want shitty similar waves over and over! sand banks, reefs, tide, wind and swell - put this in a game with this water engine and you've got the best surf game ever.
Can you run it?
What Programming Language Did These Video Used? It's Kinda Cool...
What hardware is this run from?
what is this for game ?
what program is this? :D
how could i get the paper for free
This looks perfect for large scale water, but for small scale it seems way too slow in interaction.
this is amazing
Amazing!
I didn't expected this :P
A quote from the white paper that was published with this video:
"All examples run in real time at more than 30 frames per second on a single NVIDIA GTX480 graphics card."
Google "Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid" for the original document
Very Interesting!