AngelCode.com > Reference Database

Graphics/Simulation/Liquids

.NET  7
Artificial Intelligence  7
  Group behavior  2
  Path finding  16
    A* and its derivatives  6
  Pattern recognition  1
  Steering behavior  2
  World interaction  4
Audio  0
  DirectX  8
  DSP  5
  Ogg Vorbis  2
  OpenAL  1
  Windows  1
Computer Science  2
  Algorithms & data structures  12
    BSP trees  8
  Encryption  12
  Randomness & noise  11
Data storage  4
  File formats  14
    Image  10
  Resource files  2
Game Development  20
  Cheat & crack prevention  10
  Input  3
  Timing  4
Graphics  27
  Character animation  6
  DirectX  24
    Optimizing  8
  Illumination  5
    Deferred lighting  7
    Global illumination  8
    Lighting models  6
    Screen Space Ambient Occlusion  4
    Shadow maps  18
    Shadow volumes  15
  Image processing & synthesizing  19
  Non-polygonal rendering  3
    Ray tracing  3
  OpenGL  12
  Particle systems  7
  Shaders  32
  Simulation  4
    Cloth  2
    Clouds & sky light  7
    Fire & smoke  4
    Liquids  12
  Surfaces & Meshes  7
    Implicit surfaces  6
    Parametric curves & surfaces  7
    Polygon reduction & LOD  3
    Subdivision surfaces  7
  Terrain  7
    Continuous LOD  12
    Generating data  4
    Voxel engines  2
  Text  6
  Transparency  1
  Visibility determination  16
Languages  5
  Assembler  20
  C & C++  25
    C++ exceptions  5
    Calling conventions  11
    Debugging  5
    Memory management  7
    Optimizations  6
  C#  4
  Creating your own language  13
    Garbage collection  7
  D  2
  Java  4
  Scripting  3
    JScript & VBScript  1
    Lua  6
    Other languages  8
    Perl  2
    Python  5
    Ruby  4
Mathematics  3
  Fourier transform  4
  Geometry  6
  Linear algebra, vectors & matrices  9
  Wavelet transform  5
Object design  3
Physics  5
  Body dynamics  8
  Collision detection  10
    Polytopes  6
Platform  2
  Linux  1
  Mac  2
  Windows  13
    COM, ATL & WTL  8
    Dynamically loaded libraries  6
    Hooks  5
    Input  2
    Networking  6
    Screensavers  3
    Services  1
    Shell  2
    Small executables  3
    Windows  8
Web Technologies  8

Approximating Refraction
Kenneth Hurley

Practical Animation of Liquids
2001 - Nick Foster, Ronald Fedkiw
This paper explains how to make realistic animation of fluids

Refractive Texture Mapping
November 2000 - Gustavo Oliveira

Deep Water Animation and Rendering
September 2001 - Robert Golias, Lasse Staff Jensen
The article describes how to make a realistic animation of waves at deep waters in real-time. It also shows how to make floating objects interact realistically with the waves. It also shows how to realistically render reflection, refraction, caustics, and god-rays.

A Simple Fluid Solver based on the FFT
Jos Stam
The article describes a rather simple way to achieve visually realistic fluid flows for 2D or 3D. A side effect of this is that the resulting flows are periodic, which can be used to create tileable data.

Computer Simulations in Physics
This site is a promising site about computer simulations. Examples on simulations are newton physics, waves, and fluids.

Simulation and Rendering of Viscous Fluid using Smoothed Particle Hydrodynamics
Dec, 2004 - Marcus Vesterlund
This article shows how fluids can be simulated using particles that interact in a plausible way. The surface of the liquid is rendered using surface splatting, i.e. not mesh based. The article is heavy on the mathematics, and doesn't show much code, nor pseudo code. The result is a realtime simulation with thousands of particles.

Fluid Fire
Hugo Elias
This article shows how to simulate fire in an easy way by using normal fluid simulation. It's doesn't explain the necessary fluid solver though, but it gives links to other papers that do.

Real-time water rendering - introducing the projected grid concept
2004 - Claes Johanson

Realistic Water Volumes in Real-Time
2006 - Lionel Baboud, Xavier Décoret
The technique uses raytracing on the GPU, using two height fields to represent the ground and water surface. Reflections, refractions, caustics, and shadows are all solved. The drawback of this technique is the difficulty to integrate with other objects that cannot be represented by the height fields.

Practical Fluid Mechanics
April, 2007 - Mick West

Rendering Water as a Post-process Effect
Jun, 2009 - Wojciech Toman
Shows how to render water in a deferred rendering pipeline.