Real-Time Liquid Simulation

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Uploaded by on Sep 10, 2007

Eurographics 2007 Game Physics Innovation Competition entry by Hilko Cords

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Entertainment

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Standard YouTube License

  • likes, 27 dislikes

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  • This is how I take a bath LOL

  • it works but it looks extremely silly :P

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All Comments (162)

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  • LLOOLL

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

  • Very Unrealistic.

  • @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.

  • @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

    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

    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.

  • @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.

  • @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.

  • @bananian Too low resolution for scientific simulations.

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