SPH rendering with photon mapping #2

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Uploaded by on May 27, 2010

I tweaked the photon map a bit to get better caustics and also decreased the water viscosity to make it look more realistic. A second inlet was added in for funsies (obstacles will have to wait until the next video since I don't have a proper way to render boundary particles yet).

I also finally got around to implement multithreading, which greatly increases render- and simulation speed on my Intel i7.

Total render- and simulation time: 1 hour 50 minutes. 656'000 SPH particles and 550'000'000 photons total.

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  • and there two pragrams here 1..

  • Hey, I want to make a game, can I find this somewhere and use it to make a game? explain- answer?

  • the comment thing wont let me post comment so my comment is in two pieces ABOVE ok...

  • @99999Words Dem stimme ich zu, aber ansonsten siehts sehr gut aus!

  • Nett, aber irgendwie scheint wasserstrahl immernoch wie eis. Zumindest habe ich es irl noch nicht hinbekommen das ein wasserstrahl der ohne unterbrechung läuft, einfach "flach" weitergeht. Die oberen Wasserteilchen sollten eigentlich die unteren überholen

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