Re: Water simulation
Naman Gupta <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CAJ4hSG1M8MQ_zL24ih2SA_6X7-hKyf9NbPt99jEYL44tyXt5HQ@mail.gmail.com> |
On Fri, Jun 15, 2012 at 7:47 PM, Christian Van Brussel < [email protected]> wrote: > Hi Naman, > > good work for the LOD on the water mesh, this looks very nice now. > Thanks Christian and res :) good to know that i'm being useful. There are certain little things here and there that needs work like warnings, messy code, documentation and memory optimization etc. I think they are all secondary as of now. I'll surely do it afterwards but i'm keeping it on hold as major part is pretty much done. > When you will go on on the shader part, you might want to switch to the > 'island' scene that contains a terrain and underwater objects, allowing > you to better test the reflections and refraction parts. The application > csisland launches that scene, and the data is in 'data/island' (you need > to change the current water with your mesh). reflection and refraction are already been implemented in csisland but it's buggy too. ok i'll put my ocean in csisland and test shaders. should i make another project for it? About the work that is planned for the waves hitting the shoreline, have > you some idea on what methods you would use and how this can be > implemented in CS? > I had gone though certain papers before. i just got a blur picture of it's implementation as i wasn't that familiar with CS. is it ok if i just implement that feature in waterdemo(the one that genrates waves when spacebar is pressed) or do i have to implement it in ocean? > I actually wonder if that wouldn't be too complex, it may need some > collision tools not yet available, and maybe the need to draw decals on > terrains, something not yet implemented. > > Wouldn't it be both a first step and an easier target to instead > implement the foam? See eg: http://vimeo.com/16115652 > > There are also some other references: > - > http://sylefeb.blogspot.be/2007/06/i-have-been-working-on-my-ocean.html > - http://larc.unt.edu/ian/research/seafoam/ > - > > http://eat3d.com/blog/metalliandy/blender-ocean-simulation-foam-accumulation > - http://schnellhammer.net/blog/2010/10/water-foam-generation-tests/ > > One possibility also is to work on some generic interface allowing to > interact with the surface of the water mesh and create additional waves > and water effects, such as for a boat moving in the water. > > Other references that might be interesting when working on the shader > part are: > - http://proland.inrialpes.fr/index.html > - http://hal.archives-ouvertes.fr/inria-00443630 > - http://code.google.com/p/houdini-ocean-toolkit/ > > Thanks for the references. sure looks great. should come in handy. =) -naman ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop