Water Surface Wavelets (SIGGRAPH 2018)

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  • Опубликовано: 5 фев 2025
  • This is the video accompanying our SIGGRAPH 2018 paper "Water Surface Wavelets" by Stefan Jeschke, Tomáš Skřivan, Matthias Müller-Fischer, Nuttapong Chentanez, Miles Macklin, Chris Wojtan
    Please visit the project webpage: visualcomputing...
    and the research group webpage:
    visualcomputing...
    Abstract:
    The current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive. This paper attempts to bridge this long-standing gap between complexity and performance, by proposing a new wave simulation method that can faithfully simulate wave interactions with moving obstacles in real time while simultaneously preserving minute details and accommodating very large simulation domains.
    Previous methods for simulating 2D water waves directly compute the change in height of the water surface, a strategy which imposes limitations based on the CFL condition (fast moving waves require small time steps) and Nyquist’s limit (small wave details require closely-spaced simulation variables). This paper proposes a novel wavelet transformation that discretizes the liquid motion in terms of amplitude-like functions that vary over {\em space, frequency, and direction}, effectively generalizing Fourier-based methods to handle local interactions. Because these new variables change much more slowly over space than the original water height function, our change of variables drastically reduces the limitations of the CFL condition and Nyquist limit, allowing us to simulate highly detailed water waves at very large visual resolutions. Our discretization is amenable to fast summation and easy to parallelize. We also present basic extensions like pre-computed wave paths and two-way solid fluid coupling. Finally, we argue that our discretization provides a convenient set of variables for artistic manipulation, which we illustrate with a novel wave-painting interface.

Комментарии • 49

  • @eldarmusayev7653
    @eldarmusayev7653 6 лет назад +10

    This is so awesome. I'd given up on the idea of waves responding to shores. Having procedurally generated waves accurately break on cliffs would add a great deal to immersion. Thank you.

  • @Yrrzy
    @Yrrzy 6 лет назад +105

    id recognise that half-life 2 boat model anywhere

    • @keltart809
      @keltart809 6 лет назад +4

      who da fuk cares. the water looks so good

    • @Zucr_
      @Zucr_ 5 лет назад +6

      @@keltart809 I care.

    • @Raybo3D
      @Raybo3D 5 лет назад

      that is what I thought as well

  • @AivanF
    @AivanF 6 лет назад +5

    Amazing work! Hope to see it among developers tools in the near future.

  • @Qimchiy
    @Qimchiy 5 лет назад +3

    Finally. Im tired of seeing water moving mostly 1 direction and not boundcing of the boundaries.

  • @cerebralm
    @cerebralm 5 лет назад +1

    Jet Ski :D
    Seriously tho, the biggest difference between the old Crysis 1 screenshots and reference footage of similar landscapes IRL was always (in my opinion) the uniform waves in the game. Was sometimes the only giveaway in side-by-side comparisons. So it's really kind of surprising to me that game companies have put so little work into better surface flows. Glad to see nice robust solutions like this starting to be viable tho :)

  • @Jason-o5s
    @Jason-o5s Месяц назад

    Cheer~~~a small wave of water---a ripple.😊

  • @sideswipebl
    @sideswipebl 5 лет назад

    Holy shit you have no idea how much I want to play that jetski demo

  • @N0N0111
    @N0N0111 6 лет назад +5

    Water video's on RUclips needs at least 1080p60, because the compression and bitrate are not optimal.

  • @DwAboutItManFr
    @DwAboutItManFr 6 лет назад +28

    Thank you very much! Water in game aways ignores boundaries and that makes me sick, just look sea of thieves or subnautica.

  • @jesterJunkiee
    @jesterJunkiee 4 года назад +1

    im thinking we need better ways to simulate liquid against surfaces. the rippling of the rocks on the water is one thing, but it still looks fake because there's no contact between the water and the rock and it looks like the rock is clipping through the water instead of displacing it.
    I've been working with blender to find a way to make water sort of grab hold of surfaces and leave residue but no dice so far :(

  • @Arrogan28
    @Arrogan28 6 лет назад

    Nice work man.

  • @coder0xff
    @coder0xff 6 лет назад +1

    Wow, impressive.

  • @MauroTamm
    @MauroTamm 6 лет назад

    Can it do water flow vs wind (a oceanic style current flowing in one direction with major wind blowing against it creating swells/waves).

  • @inverted_paradox4170
    @inverted_paradox4170 6 лет назад

    Useful tool for game development

  • @tiiatanner7616
    @tiiatanner7616 6 лет назад +2

    This is like work of God. It's so realistic.

  • @sayochikun3288
    @sayochikun3288 2 года назад

    Interesting

  • @MsJeffreyF
    @MsJeffreyF 6 лет назад +30

    time for a new waverace

    • @agingmirror4524
      @agingmirror4524 6 лет назад +1

      you and me = Same brain reaction

    • @kevinpopescu9741
      @kevinpopescu9741 6 лет назад

      The gamecube one didn't leave me with a good impression at all...

  • @liamxyz9255
    @liamxyz9255 6 лет назад

    amazing

  • @FlorianCrx
    @FlorianCrx 4 года назад

    Can we use that in our project?

  • @Salatiels
    @Salatiels 6 лет назад

    Nice!

  • @WildAnimalChannel
    @WildAnimalChannel 6 лет назад

    not bad. Will this be in the next Tomb Raider?

  • @DominicSpall
    @DominicSpall 6 лет назад +1

    Is this all real-time?

  • @inverted_paradox4170
    @inverted_paradox4170 6 лет назад +7

    Why the hell did I watch this instead of studying

  • @greyneutralman4449
    @greyneutralman4449 6 лет назад +32

    I think this means I'm too much of a Half-life 2 junkie if I recognize the boat model is ripped from that game .

    • @akianaray651
      @akianaray651 6 лет назад

      Funny how out of all the possible boat models in the world they picked that one.

    • @sideswipebl
      @sideswipebl 6 лет назад +1

      No, I did too. It screams Source engine.

    • @MyN0N4M3
      @MyN0N4M3 6 лет назад +1

      I knew I saw that thing somewhere before

  • @sitearm
    @sitearm 6 лет назад

    nice!

  • @fwoopie2635
    @fwoopie2635 5 лет назад

    RUclips's bitrate does not understand

  • @philipcooper8297
    @philipcooper8297 6 лет назад +1

    Ship Simulator 2019!

  • @DwAboutItManFr
    @DwAboutItManFr 6 лет назад

    Hey, why don't you show that for the star citizen developers? I am sure they are craving to have something like that.

  • @leecaste
    @leecaste 6 лет назад +3

    Didn't you show this paper in a previous siggraph?

    • @Lecopivo
      @Lecopivo 6 лет назад +11

      It was only presented during the Real Time Live and not as a paper. After that we refined the theory behind it and submitted it as a paper this year.

  • @Lumie_Moth
    @Lumie_Moth 5 лет назад

    is it me or does this look really jumpy?

  • @Shawn15690
    @Shawn15690 6 лет назад +3

    half life 3?

  • @Mortiis558
    @Mortiis558 6 лет назад

    When is this coming out on Switch?

  • @aval1998
    @aval1998 5 лет назад

    Jetski Simulator 2020

  • @Kiran.KillStreak
    @Kiran.KillStreak 4 года назад

    unreal and unity3d ,both are there ,why dont you guys create a github project and share to the world? , who uses this standlone code and shaders ?

  • @renzocoppola4664
    @renzocoppola4664 6 лет назад

    sinkhole simulator

  • @CorpseTongji
    @CorpseTongji 5 лет назад +4

    how is this still worse looking than mario sunshine

    • @CorpseTongji
      @CorpseTongji 5 лет назад

      @Art account IT have u played mario sunshine

    • @TheFlynCow
      @TheFlynCow 5 лет назад +2

      This isnt about the rendering of water, its about the simulation.

    • @CorpseTongji
      @CorpseTongji 5 лет назад

      @@TheFlynCow issa joke