Added: 4 years ago
From: ladislak
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  • LLOOLL

  • Looks good. They used it in tomb raider legend, and other places, I don't remember.

  • Very Unrealistic.

  • hey have a long way to go before it is realistic.

    1) Small bodies of water have a smooth surface tension large bodies have an orange peel look to them.

    2) The wakes of boats in a bathtub will never foam like those represented in the first segments.

    3) In a small tub, as illustrated, the harmonic overtones would increase with much greater frequency.

    4) The only accurate test is to simulate the exact same conditions (Wooden dummy, plexiglass tank and film real water and compare it.

  • @wizziebaldwin How do you know the size of the tub in real life? Maybe it is actually huge?

    Therefore you cant say that the harmonic overtones would increase with much greater frequency.

  • @TheBlenderBrothers

    Go back and look at some famous ship battle scenes from movies in the early 50's you can tell by the water (gentle hills and valleys) that it is in a wave pool and the models are small.

    Compare that to footage of Epic Mavericks Big Wave Surfing 11/30/2008 YouTubeWatch= CcioR3ElH60&NR at 41 seconds and look carefully at the water. If you have evern been in a Jet flying over the oecan you can see immediately that it's a rough orange peel. Fluid dynamics are not there yet.

  • @TheBlenderBrothers

    Also search for Big waves YouTubeWatch= kW6g1M0HXdI and notice the spray, the striations of the water, the detailed orange peel. This is just not happening in to this degree yet in software, its close but not quite there 100 percent.

  • @TheBlenderBrothers

    finally look at the tub and the reference object; the person. The water ripple look accurate for the tub, it's the "froth" or wake in front of the boats I take issue with. Go get your little toy boat from when you were a kid, fill up your tub and try to get that white frothy wake by moving it gently around the tub. The boats are not going that fast in relation to everything else; therefore that aspect looks PHONY to me.

  • @TheBlenderBrothers

    And finally, after looking at it again, go to your tub and move your arm back and forth in it. The person should be making much more of an impact in the water's motion.

  • it works but it looks extremely silly :P

  • This is how I take a bath LOL

  • how much memory and can you do scientific simulations with it?

  • @bananian

    You normally don't do scientific simulations with realtime graphics.

  • @bananian Too low resolution for scientific simulations.

  • Do the waves break if they're large enough? Is that included?

  • @Loveisinportant No. It is 2.5D approach. Finally a hight texture is describing the water surface.

  • this is the story of my life...

  • And then my CPU blew up

  • How did you made it realtime???

    I can't believe somthing like this (maybe pythonscripts?)

  • @magicfreak3d - You can't do this much math in direct Python, it would have to use a library.

    Why would it matter, anyway?

  • I think (only a simple opinion) that this can be done some kind of easiest with blender (sry im someind of noob)

  • if you want to see some real epic water physics, search youtube on:

    Physics Demo Shows Off Water Simulation on 1 GPU - GTC 2010

  • best iv seen so far

  • that is the most epic water i have ever seen

  • This really needs to go in games! 0.0

  • ehm, the water in this vid isnt particles, as far as i know, its physics based polygons... didnt see any splashes or particles coming out of the water it selves... but still nice!

  • @crativ3 right. particles are used to simulate flow and movements - correctly but at low resolutions. then a surface is extracted. afterwards, this one is superimposed by a 2d wave propagation simulation at high resultion. the result is a hight texture allowing no splashes or alike. visit hilkocords.de for details.

  • Not bad, but that isn't realistic to me... All that movement would cause much bigger waves...

  • Remember, it took 7 hours to render 5 seconds of this video

  • at least we know what they do at area 51 now.

  • lol random boats xD

  • the way the first model moved around without any splashes made the water look extremely thin. If they incorporated some splash, that would make it better. Its great to see how much gaming technology has advanced since pong.

  • the only problem with this is that you cant splash because its a mesh... not particles. the best fluid animations are a mix of mesh and particles. Very good for real time though. :D

  • fluid is better than Liquid

  • so they can have water....but they cant have interaction between the boats?!?!?!?!?

  • that looked odd..

  • now i do belive in matrix

  • this is realy cool, please check out my water simulation /watch?v=18UB2690m4w.

  • barely a simulation. That was nearly all done with shaders

  • And that children, is how you correctly bathe

  • hey, that's exactly what i do when i take a bath!

  • fail water graphics

  • It's self-implemented ! No engine! It's a low detailed 3D-liquid simulation (the 'clothy' look comes from that) superimposed with ahigh-detailed 2D-surface-wave-simulation, wherefrom a 2.5D heightfield is extracted. Real (high-detailed) 3D liquid surfaces for splashes or breaking waves are not possible in real-time even with nowadays techniques like CUDA (!!!). Current water in games is generally faked with animations and is not interacitve. Google for it and you'll find more hilko

  • Again: Implementation is done in OpenGL 2.0 with GLSL in C++. Reaches up to 93 FPS with an ATI Radeon x1900 GPU. All liquids are fully interactive - you may walk through, swim through, do anything with the liquid. No Animation ! (like in GTA etc) Note correct realistic reflections and (nearly) correct refractions (see 0:20 - 0:50) at that high framerates and compare to crysis or anything. Google for "Mode-Splitting for Highly Detailed, Interactive Liquid Simulation" for details.

  • Looks more like cloth physics

  • yeah i agree, but using cloth physics works good and keeps lag to a minimum when used right (look at halo3s water)

  • da fuck?

  • Eurographics 2007 Game Physics

  • What for a game use this engine?

  • wow

  • Sure it's nice. But its far from real water. In one scene you can clearly see that it's just a plane of water. And we all know that water needs to be in particle form or something likely to splash and drip and all of that. This water will stay put where the developer puts it looking real until someone comes and makes real big waves in it.

  • This is great for almost 3 years ago, very impressive.

  • what software did u use

  • This is CPU or CUDA(GPU) Render ?

  • Could be Brook+.

  • this video is 2 years old. GPU physics wasn't around then

  • WOW thats cool!

  • Is that a star destroyer in the "Different Materials"?

  • the increased damping was alot more realistic then the first tests

  • could be better water would be sloshing like crazy but this is 07 tech looks kinda like h3s water physics

  • leikwoa...

  • That's incredible. The physics that can be generated nowadays is just... mind-boggling! The Molecular Matter simulations in particular...

  • wow

  • Awesome. I can't wait for the days when we can have this kind of water in-game - that will be insane.

  • look at the dynamic water in GOW 2 - its pretty close, also the game "hydrophobia" will have a dynamic water engine!

  • With GOW 2 do u then mean gears of war?

    and where can i find info on this hydrophobia game :D?

  • yep, not god of war... just type "hydrophobia game" into google... or youtube

  • actually guys hunter the reckoning has dynamic water in the sewer level

  • Wow did u buy this??? or did someone else make this???

  • play gta its way better water

  • mercs2 imo

  • How does two different liquids (different materials) interact in this simulation? Just curious =)

  • They probably have different properties, like buoyancy, viscosity, etc.

  • I don't understand 'render in real time'. What does that mean? Isn't all rendering done in computer time?

  • real time is simply a term for rendering multiple frames of animation per second (for instance regular film plays at 24 frames per second, so to duplicate the look of film in real time, the computer would have to immediately render 24 frames for ever second that passes). On the other hand you have rendering that can take minutes or even hours to render a single frame of action (this is the kind of high quality rendering that professional studios like Pixar or ILM do for feature films).

  • Okay, thanks for the explanation.  :)

  • @Knowpeace182 Game actualy renders 60 frame per seconds =).

  • @rewii93 yes of course they do. I was explaining the offline rendering, not realtime rendering and just to clarify, games don't lock into 60fps, they can render anywhere from 1fps to hundreds depending on machine specs, the game engine itself and any number of other reasons. If you actually take the time to read my post, it should be apparent that i wasn't talking about video game rendering.

  • @Knowpeace182 that's completely wrong

  • @inovatvstdios oh? perhaps you could elaborate?

  • @Knowpeace182

    Although, keep in mind that 24 fps is not the best choice, as the human eye takes in 30 fps, most of the time.

  • @smatteringofapplause 30 fps is considered to be the standard "good" amount of frames per second for games. But I'm not talking about video games. I'm talking about rendering cg images for movies. Cinema projectors generally display 24 fps. So to superimpose the cg image onto the existing film, the computer must render 24 separate images for each second of film. I realize this video is about real time water simulation, so my point is moot, but that doesn't make it wrong, just irrelevant..

  • @smatteringofapplause and on a completely separate note, the human eye doesn't see things in "frames". If you wanted to call the act of the brain receiving the electrical signals sent from the eye "frames-per-second" then i guarantee you that number far exceeds 30. Try something a little closer to trillions per second.

  • @hazardousniguana

    Um... no. 30 fps is generally the point at which the human brain is incapable of discerning between the frames, that's what I meant to begin with, sorry if I confused you. Oh and, while it may be true that old film takes 24 fps, modern digital video recording takes 30, for the reason explained above.

  • @smatteringofapplause ok i'm not trying to be a dick here, but srsly man, you could at least do a bit a research to substantiate your claims instead of bullshitting to sound smart. Standard 35mm film is shot at 24 frames per second and goes through roughly 90 feet of film per minute. 1,000 feet is about 11 minutes at 24 frame/s. If you look up technical specs on camera's nowadays, they are always measured with a baseline 24 fps. Not cause that is the max output, but cause that's the standard.

  • @smatteringofapplause and about your brain comment, you are so far off it's ridiculous. The amount of synaptic calculations the brain receives and sends every second can barely be measured by modern science. If you seriously think that the human brain functions at "30 fps" then you go right on ahead and think that, and for your brain, maybe it's true.

  • @hazardousniguana

    Okay, now I'M getting mad here, I'm saying, look at something displaying at 24 fps, can you see the passage of frames? Yes. Now look at 30 fps, same question. Nope, it looks like smooth motion. End statement.

  • @smatteringofapplause

    30 fps is not nearly smooth. Maybe when comparing to 24 fps. Go to a TV shop and look at some 100HZ demonstrations. It's really easy to tell the difference between 30 and 60 fps.

  • You may have missed our earlier conversation, but we weren't actually discussing realtime simulation initially (at least i wasn't, that other douchebag probably was). I was talking about offline rendering: which for film, in order to achieve altruistic motion congruent to the live action plate, the computer renders 24 separate frames of CG image for each second of film (which consequently ALSO plays at 24 frames per second). I guess that other guy thought i was talking about realtime rendering.

  • @Knowpeace182 Oh. Still refering to his comment - 24 fps isn't nearly smooth it just seems so because of the object blur in films.

  • @thecssnoobz that's why crysis 1 has object blur, and even when frame-rates drop on slower pcs it still looks smooth.

  • @bv90andy When Crysis was released there was no object blur, however it was avalible in cryengine 2 but it was very glitchy. They might have added it in an update.

  • @thecssnoobz :- | as far as I know Object blur was always available on dx10... anyway just saying

  • @bv90andy

    I'm not really sure, all I remember is that it was very glitchy in crysis and that you had to enable it by a console command.

  • I love water physics.

  • @PerfectCode11 Check out Hydrophobia

  • @PerfectCode11 me too

  • @PerfectCode11 Who doesn't?

  • sorry that was my brother he thought this was nvidia graphx demo

  • how do i get this

  • download it

  • from were

  • Google is your friend.. -.-

  • Nice video.

  • there's no way this was done in real time.

  • Its not even doing anything particularly difficult. Its just a simple 4 way displacement over a 2d height map.

    Shader Model 3.0 even made it possible to compute the waves On the GPU by allowing you to sample the texture data in the vertex shader. High res textures storing wave state can be implemented in a fragment shader and swapping 2 buffers over.

    Nvidia has a water demo you should look for that utilizes Texture3D and possibly stream in/out technology

    Now thats impressive

  • Pretty good. There's a game coming out (God only knows when) called Hydrophobia. It'll have realtime water simulation like this.

    Oh and when they say realtime water simulation, they DO NOT refer to a displacement map on a flat subdivided plane. That could never truly 'flow'.

    Any game where you've seen water 'flow' has been where it was pre-made that way (like in Bioshock where the plane crashes into the tunnel and water pours through. That is not calculated in realtime.

  • let's see u do it with water that u can see tru and reflects light

  • the first scene, yeah that's been done before, look up morrowind water

  • though it was rendered in 2d instead of 3d and didn't look as good...

  • it could be in a game or something!

  • it looks really good

  • pretty good, but it looks too much like a bunch of underwater popping explosions because of all the water rings. Water rings are created only when something is fallen or placed into 1 area of water, otherwsie it creates more of a wave then a ring. most realistic water simulation ive seen thouigh

  • There was simulated rain (note it only has the rings sometimes and one scene mentions the rain)

  • how is this realtime

  • It is rendered as you watch it, kind of like a video game.

  • not precaluculated, but calculated on the fly

  • You fail.

  • somehow it looks more like milk to me, and not because of the color

  • yea, its probs supposed to be, since he did say differant materials lol

  • trio what? other than that very good

  • Good but sometimes it was very weird.

  • If it had REAL physics it would splash with small drops of water flying around

  • no engine! pure self-implementation. just google it!

  • what is the name of the engine plz ?

  • The pC version of Kung Fu Panda had similar liquid effects but not on this scale

  • Implementation is done in OpenGL 2.0 with GLSL in C++. Reaches up to 93 FPS with an ATI Radeon x1900 GPU. All liquids are fully interactive - you may walk through, swim through, do anything with the liquid. Note correct realistic reflections and (nearly) correct refractions (see 0:20 - 0:50) at that high framerates and compare to crysis or anything - found nothing better. Google for "Mode-Splitting for Highly Detailed, Interactive Liquid Simulation" for details.

  • Cool. I don't think this would look good if it were flipped upside down though.

  • incredible. just the best damn water anywhere

  • He meant pre-rendered, which is rendered using an application dedicated to image quality rather than performance. Pre-rendering is usually ray-traced, hence a lot better looking. Real time rendering algorithms are a lot more complex to ensure it runs as quickly as possible while looking good as well. For example, films use pre-rendering (known as CGI) and games use realtime rendering.

    Very impressive simulation, particularly the - is it called caustic refraction? Not sure. Waves seem shallow.

  • nVidia's PhysX Smoke-Box has a dynamic water option, alot more realistic than this, and can be run real-time on your computer if you have the right specs - recommended an 8800 - (find the download on the nZone site) but this is good too.

  • You spin me right round baby right round like a record baby round round round round.

  • is that seriously realtime? or was it rendered? if its realtime im impressed

  • wats the difference cud u tell me?

  • I think rendered means that it's being computed before it's being displayed. I could be wrong though :)

  • i think he means it was rendered in real time ;P

  • Real-time means that it is being generated on-the-spot. Rendering is just the name of the process that your graphics card/on-board video processor goes through all of the time that it is turned on.

  • Rendered means that its basically just a video, which is playing back. The computer already simulated everything and now its just playing it back.

    Real-time

    Means that the computer is calculating everything as you are seeing it happen. So the computer is doing all the interactions, water particles moving, and everything on a millisecond biases. So it is like playing a game.

  • oh so prerendered is more like cutscene and realtime rendering means playing the game and interacting with water is it?

  • yeah exactly, even though you said this a month ago I want you to know you were right lol

    btw you said:

    "oh so prerendered is more like cutscene and realtime rendering means playing the game and interacting with water is it? "

    (so that he knows what I mean in his inbox when he gets the mail)

    wow I'm so bored lol

  • it surprises me when i see something done as well as this.., a lot of rendering, time.., good idea.., but a little more in the presentation would have really sold it.., put materials on the model..,

    and i know 'because i study CGI, i see these a lot' LOL ., what a clown!!! and 'blah blah would do it better.., ect ??) LOL

    good effort, just put more in the presentation

  • This is in realtime so there was no rendering involved. Also the idea is to show the concept of the physics, not to disguise it with moody lighting and unnecesary crap.

    It's truly amazing what it does, and gives a real feel of volume and movement. The only off-putting thing is the water doesn't seem very viscous and slow

  • show us an ocean rendered this methode and then it's cool

  • you wouldnt need that. when the water is further away from the camera a simpler renderer could be used and you wouldnt notice.

  • ever saw someone swim like that 0.o

  • lol

  • Well Hey! guess what! PS3 SUCKS!

    and so does spam

  • STFU... and GTFO, PS3 = Awesome, Leet... XBOX 360 = SHITTY

  • that ture

  • maybe the physics are good but the presentation is rubbish. and I know cause I work in the games industry. I see alot of these.

  • I agree with you there, its off pretty badly and rly, reactor can pull off the same thing with better results

  • Nice hydromechanic simulation, I've seen better but this is pretty good for being software based (I presume).

    Though I noticed when liquid was being poured in and the boat went through it didn't have a physical impact.

  • Probably uses a GPU for rendering and the overlapping 2d wave simulation.

    Maybe the boats and pour are purpously seperate or the pours an animation.

    Nvidia's texture array rain is a brill demo.

  • well that's not what the demo is supposed to show, it's just about the movements of water, and the effects on it from other objects, and other water; not water's effect on other objects.

  • oh, I thought that he would have made it him/her self as he/she put it on the net

  • that is the coolest water simulation that I have ever seen, what language did you use. And what hardware did you use, cos that is really good :)

  • The creator said it was from a freaking competition, and never said he made it himself

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