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#fluidsimulation#screenspacefluidrendering#sebastianlague

Coding Adventure: Rendering Fluids

Sebastian Lague

1.4M subscribers • 17 videos on Hallway

YouTube
  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Sebastian Lague
  • Linked in the descriptionSebLague/Fluid-Sim

Intermediate. Assumes working knowledge.

952K views1 year ago2 recommendations

Graphics and audioComputer scienceRenderingCreative codingAlgorithms

Sebastian Lague explains screen-space fluid rendering techniques, surface smoothing, and simulating foam and spray.

We've succeeded in the past to make a bunch of little balls behave like a fluid, but can we now make them look like a fluid too? In this video we'll explore a few different techniques, and also attempt a simple simulation of foam and spray to liven things up! Support my work (and get early access to new videos and source code) on Patreon or Nebula * Patreon: patreon.com/SebastianLague * Nebula: go.nebula.tv/sebastianlague Source Code: * GitHub: github.com/SebLague/Fluid-Sim Check out my other fluid simulation videos: youtube.com/playlist?list=PLFt_AvWsXl0dJrPelwdVSMVC_MDTYPJWn… Credits and References: * Screen Space Fluid Rendering: developer.download.nvidia.com/presentations/2010/gdc/Direct3… * Foam, Spray and Bubbles: cg.informatik.uni-freiburg.de/publications/2012_CGI_sprayFoa… * Reflections and Refractions: graphics.stanford.edu/courses/cs148-10-summer/docs/2006--deg… * Music: raw.githubusercontent.com/SebLague/Misc-Project-Info/refs/he… Chapters: Intro Marching Cubes Raymarching Refract, Reflect, Fresnel More Raymarching A Simple Environment Testing the Raymarched Fluid Screen Space Technique: Depth Map Simple Smoothing Surface Smoothing Rendering the Fluid Spray, Foam, and Bubbles Testing the Screen Space Fluid Outro

Why it's here

2 people recommend this

What people say. Highly recommended as an accessible and visually clear explanation of real-time fluid rendering and smoothing algorithms.

u/thewrench56in r/GraphicsProgramming • Recommends

On “Real time water simulation method?”

This might interest you: link to this video

u/shadowndacornerin r/GraphicsProgramming • Recommends

On “Corner cutting”

If you're rendering this out to a G buffer, one thing you could do is perform an edge aware blur on the normal buffer. A similar technique is described in the context of fluid rendering in the surface smoothing section of this video.