I've read all of your papers and added them as an example of my bachelor's degree. I strongly support you guys and hope to reach your level and make something useful really soon. :)
Also, drag prediction is basically impossible which is why the water adhering to the boxes looks a little bit off. There is just no way of resolving the laminar sublayer entirely in real time. I'd say this looks pretty awesome.
Inspiration explosion! Such an obvious technique, yet so brilliant and effective. I will now work such a system out for myself, and then check how you did it...
Very cool. I guess the next step is to simulate bubbles? Water that sloshes has bubbles, and if they really get mixed in, then you get whitewater, like foam or froth, maybe followed by gentle fizz as the microscopic bubbles slowly make their way to the surface.
so this creates a shallow simulation where the "tall cells" are like a fake botton that doesn't get any computational time? that's a cool way to simplify calculations but it gets hella innacurate in some situations, like 2:25, where a huge mass of water moves from deep to shallow. it should have resulted in a massive increase in "wave height" when it reaches the shallow parts, but since it's treating the terrain like it's almost flat thanks to the tall cells, there's no appreciable change in the wave height.
A quote from the white paper that was published with this video: "All examples run in real time at more than 30 frames per second on a single NVIDIA GTX480 graphics card." Google "Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid" for the original document
Respect for the hard work!!! It's amazing how it's real time aswell. I'm light years away from learning how to use the GPU or programming it correctly for that matter...
Why are so many people saying it looks fake? That was amazing! The way the water whipped up when the boxes were lifted, and how each wave collides with each other. I can only dream of the day this comes to games.
Why does people complain how it looks if you compare with what we used to have. Sure I do agree with the viscosity but this are great news and looks GREAT! Think of the feeling when this technology gets optimized and better and also when starts using within games! :) - I am waiting! :D
Half life 3 should have water physics like this lol. that would be epic to see. seeing as source was good in physics source 2.0 could be epic with physics. thumbs up if you agree
The processing power can be reached in time. The problem is RAM, which advances at a much slower rate. Right now, processor development is being held back due to RAM not being able to keep up with the speed of the calculations.
Depends what you mean by "surreal". It's only calculated using a low resolution grid. So it won't have quite the detail and high frequency variation of real life. Hopefully on current cards this detail can be increased a fair bit.
Let's all thank Isaac Newton for Inventing Calculus and specifically 3D Vector Calculus for making all of this possible on a computer. IT IS ALL SIMULATED USING MATHEMATICS. Still think Math is boring? Math is Magical.
+M Chang I only understood how awesome math is once I started programming (especially 3D graphics). It's a shame that it's taught as something so boring and mundane
School: nope, still have no fucking idea what to do about those vectors and other crap. Unity: oh, vectors? Easy peasy! (well yeah I still learned in school what they are and etc but not much really, I just know how they work even though unity does it all for me which I am not sure if it's good or bad.)
Razor Skidrow You are too biased. Newton almost certainly didn't copy the work, it's unlikely that he even knew about it. People like you spewing this shit on internet make Indians look bad. "West has zero inventions" Are you out of your mind?
people say this looks fake but!!! th reason it does is because the surface is just the surface the particals gernerate. it doesnt use tesselation on the surface.
You can get a lot more than 30 dps solving Navier-Stokes with an Eulerian approach in 128x128x128 grid, I have done a simulation that has about 80 fps.
I haven't read the author paper, but I think he wrote the animation algorithm himself. It was presented in a prestigious conference (Siggraph). Just guessing, but I think he used OpenGL with CUDA.
I don't understand. Its this a standalone program for fluid simulation and then you bring into a 3d app? Or is it just a " can do " figure in a simple GPU.
Oddly speaking, if they are tracking the water particles, how do they call this Eulerian? it is still the Lagrangian or at least semi-Lagrangian frame for the equation that governs the fluid, which is the tradition way of fast simulation of fluid, gas, etc. Eulerian simulation would concern solving Navier-Stokes equation. I doubt any current GPU could reach 30fps in simulating Eulerian water, in that you only could use 1/30s to solve the eq on a 128*128*128 grids to some certain precision.
this cant be done on a large scale with ps4 or xbox one but i do think the generation after that would definitely have the raw compute power to do this and more so ps5 & xbox two will be really powerful pc of course can do this with sli or one powerful single GPU i really wished sony and Microsoft took another direction but we shall see what devs do with those system specs
Is the underlying concept just segmenting the volume into cells, but limiting the segmentation to an area close to the cells with water? looks amazing. How precise are the loads generated from this kind of simulation?
this is sick! looking forward to some proper unpredictable breaks in the next gen surf games. we're ridiculously overdue for a new one! and we don't want shitty similar waves over and over! sand banks, reefs, tide, wind and swell - put this in a game with this water engine and you've got the best surf game ever.
@MalicProductions No it's awesome. Computational power double each 18 months.. gpu power.. triples each year. Silicon is reaching it's limits. Interesting.
You can get a good gaming PC for around 600 bucks, that's the price of a console on launch. Plus PC's are cheaper than consoles in the long run due to cheaper games and thousands of free games. And no, you don't need to upgrade every year either.
The lighthouse looks considerably better than all the other simulations. The lighthouse one is actually pretty good and quite realistic, especially compared to todays standards but the other simulations all looked very fake.
Playing this video at 2x speed is what it should be capable of at normal speed.
idk, water doesn't seem like the easiest thing to render real time.
Didn't say what should be "currently" possible. ;)
mrensayne Oh I thought you were saying the code should be more optimized.
mrensayne ya the fluid he's using seems to be more viscous than water
now add a few 100 more frames and that's about what is possible I bet today.
I've read all of your papers and added them as an example of my bachelor's degree. I strongly support you guys and hope to reach your level and make something useful really soon. :)
have you?
Also, drag prediction is basically impossible which is why the water adhering to the boxes looks a little bit off. There is just no way of resolving the laminar sublayer entirely in real time. I'd say this looks pretty awesome.
Inspiration explosion!
Such an obvious technique, yet so brilliant and effective.
I will now work such a system out for myself, and then check how you did it...
Less water....more like a gel!? But non the less impressive! Can I have this in all my games please? Now?
+TheSneezingMonkey Up the gravity a bit and make the 'water' clear with a *very* faint blue tinge and it will look a lot more like water.
+Liarra Sniffles (“Heart”) I guess you should as well increase sim resolution and dim surface tension. But that would hurt the cpu then.
+Utroll - This sim runs on a GPU. A CPU can't do this in realtime.
I am working on it :D
There seems to be a huge unsatisfied demand of realistic physics in games
There really is ! And im glad you are, ill check out your channel
I could watch this all day
Very cool. I guess the next step is to simulate bubbles? Water that sloshes has bubbles, and if they really get mixed in, then you get whitewater, like foam or froth, maybe followed by gentle fizz as the microscopic bubbles slowly make their way to the surface.
Wow just add some sounds and sell it on steam
as "water simulator"
it would be amazing!
that would be possible now lol
@@UrikaTractor fr imagine its capabilities now
Woah. That's the most realistic-looking animated water that I've ever seen. The flow is amazing. o__o
Yes, use lower viscosity and greater delta_t (longer time tick to make it happen faster) and it will look like amazing water.
Most realistic water I've ever seen on a computer program
It does look absolutely amazing. But I think addition of some foam and spray would make this look even better.
so this creates a shallow simulation where the "tall cells" are like a fake botton that doesn't get any computational time?
that's a cool way to simplify calculations but it gets hella innacurate in some situations, like 2:25, where a huge mass of water moves from deep to shallow. it should have resulted in a massive increase in "wave height" when it reaches the shallow parts, but since it's treating the terrain like it's almost flat thanks to the tall cells, there's no appreciable change in the wave height.
A quote from the white paper that was published with this video:
"All examples run in real time at more than 30 frames per second on a single NVIDIA GTX480 graphics card."
Google "Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid" for the original document
Respect for the hard work!!! It's amazing how it's real time aswell. I'm light years away from learning how to use the GPU or programming it correctly for that matter...
The lighthouse part is amazing
Why are so many people saying it looks fake? That was amazing! The way the water whipped up when the boxes were lifted, and how each wave collides with each other. I can only dream of the day this comes to games.
Why does people complain how it looks if you compare with what we used to have. Sure I do agree with the viscosity but this are great news and looks GREAT! Think of the feeling when this technology gets optimized and better and also when starts using within games! :) - I am waiting! :D
Half life 3 should have water physics like this lol. that would be epic to see. seeing as source was good in physics source 2.0 could be epic with physics. thumbs up if you agree
Sick.
Can't wait to see this sort of thing in video games. Would make for some interesting stuff. Water based monsters, now more realistic then ever!
The processing power can be reached in time. The problem is RAM, which advances at a much slower rate. Right now, processor development is being held back due to RAM not being able to keep up with the speed of the calculations.
No this just uses the gpu
Depends what you mean by "surreal". It's only calculated using a low resolution grid. So it won't have quite the detail and high frequency variation of real life. Hopefully on current cards this detail can be increased a fair bit.
this is one of the best real time water simulation i ever seen.. good job :)
Beautiful. The aesthetics of hydrology.
where i can download it?
This is really really awesome!!, thank you for sharing your results!!
Wow, I can't believe this is real time, very good work.
Wow, that looks really good
Let's all thank Isaac Newton for Inventing Calculus and specifically 3D Vector Calculus for making all of this possible on a computer. IT IS ALL SIMULATED USING MATHEMATICS. Still think Math is boring? Math is Magical.
+M Chang I wish more people knew the power of maths..It's probably the best invention of humans ever.
+M Chang I only understood how awesome math is once I started programming (especially 3D graphics).
It's a shame that it's taught as something so boring and mundane
School: nope, still have no fucking idea what to do about those vectors and other crap.
Unity: oh, vectors? Easy peasy!
(well yeah I still learned in school what they are and etc but not much really, I just know how they work even though unity does it all for me which I am not sure if it's good or bad.)
Razor Skidrow You are too biased.
Newton almost certainly didn't copy the work, it's unlikely that he even knew about it.
People like you spewing this shit on internet make Indians look bad.
"West has zero inventions"
Are you out of your mind?
It makes more sense to me than some of the stuff he is claiming xD
And I'm an Indian myself.
I already knew physx was fun to play with, but this looks intense
That water is THICK but the shading and depth is so great.
Hello
How to be a true color
Are there no filters or in the same program these colors?
people say this looks fake but!!! th reason it does is because the surface is just the surface the particals gernerate. it doesnt use tesselation on the surface.
amazing real time. what is the name of the software.?? just curiouss bro matthias
You can get a lot more than 30 dps solving Navier-Stokes with an Eulerian approach in 128x128x128 grid, I have done a simulation that has about 80 fps.
I haven't read the author paper, but I think he wrote the animation algorithm himself. It was presented in a prestigious conference (Siggraph).
Just guessing, but I think he used OpenGL with CUDA.
@BlazeHedgehog even if it looks like slime, still looking epic
I don't understand. Its this a standalone program for fluid simulation and then you bring into a 3d app? Or is it just a " can do " figure in a simple GPU.
Should have lower surface tension. You can see how the water forms a concave surface way too easily, while touching the cubes' sides.
Those Tall cells are a clever little concept :)
Oddly speaking, if they are tracking the water particles, how do they call this Eulerian? it is still the Lagrangian or at least semi-Lagrangian frame for the equation that governs the fluid, which is the tradition way of fast simulation of fluid, gas, etc. Eulerian simulation would concern solving Navier-Stokes equation. I doubt any current GPU could reach 30fps in simulating Eulerian water, in that you only could use 1/30s to solve the eq on a 128*128*128 grids to some certain precision.
nice.. now i want to see a real-time Naviers-Stokes water simulation
Whatever program this is, it's awesome!
What sort of computer did you use? GPU/CPU?
This isnt made with the Nvidia Maximus setup is it?
what are the gray cells
use a surround particle flex func also lower viscosity and better lighting and particle cout
this cant be done on a large scale with ps4 or xbox one but i do think the generation after that would definitely have the raw compute power to do this and more so ps5 & xbox two will be really powerful pc of course can do this with sli or one powerful single GPU i really wished sony and Microsoft took another direction but we shall see what devs do with those system specs
It is physx. Realflow is particle based.
Is the underlying concept just segmenting the volume into cells, but limiting the segmentation to an area close to the cells with water? looks amazing. How precise are the loads generated from this kind of simulation?
Is that paper downloadable? And is there any videos explaining how that algorithm works?
Download please!
this is sick! looking forward to some proper unpredictable breaks in the next gen surf games. we're ridiculously overdue for a new one! and we don't want shitty similar waves over and over! sand banks, reefs, tide, wind and swell - put this in a game with this water engine and you've got the best surf game ever.
yes, but when will we see this in a game?
please release this as a program
Sure they could. It's only rendering on a 480 according to their published paper
14 now. I don't know why water would randomly disappear while in the air... It also looks too clean and like jelly..
I guess reality is catching up.
how does this look so good in realtime, yet it takes blender 2 minutes to render a fluid with no shading that has a super low resolution?
Looks like slow camera, that is why it appears gooey I think, But it is an amazing simulation and more amazing it is realtime...
I don't know what he used but I am pretty sure you can do this in blender.
With which software was this simulation done?
People say it's too viscus, but shit... I'd still love to see this in any game I play!!!
Looks more like slime, given how thick and gooey it appears to flow.
What tool have you used?
what software can produce this?
How do I add colors as true?
Is there a place to download this thing?
Wow did you use GPGPU to get it real-time like OpenCL or CUDA or did you just write a killer algorithm?
i am really confused with all the coments, can anybody just plz specify what program is this?
I think that the water must have a tad-bit less viscosity. In the video it kinda looks more like runny syrup.
Wow,
I wish I could do all that. Is there any tutorial that you would recommend me ?
Are they made with blender ?
Ced UK Enter this videos title into scholar.google.com to find the paper. This is a custom-made shader-based simulation.
Thank you, I will have a look at it.
amazing job
what about large expanse of water? those were all fairly small fluid domains :/
Wave Race will look awesome!
@MalicProductions No it's awesome. Computational power double each 18 months.. gpu power.. triples each year. Silicon is reaching it's limits. Interesting.
this is really amazing
I think it's a good start for a game based totally on (fluid) physics. It would be fun, I guess.
lighthouse is beautiful, can't wait til we see this level of detail in games (10 years?)
Now that we're 10 years on, what do you say?
What is this thing called
What program
You can get a good gaming PC for around 600 bucks, that's the price of a console on launch. Plus PC's are cheaper than consoles in the long run due to cheaper games and thousands of free games. And no, you don't need to upgrade every year either.
looks great...most games still don't get water right although some of the water stuff I saw in Uncharted 3 was pretty cool
can i know the name of software please ?
Leonard Euler would like this video.
Hats off to Leonhard Euler!
what software was used to make this?
What is that program ?
what is that program???
Are you writing all the code or are you building on top of a existing engine?
The lighthouse looks considerably better than all the other simulations. The lighthouse one is actually pretty good and quite realistic, especially compared to todays standards but the other simulations all looked very fake.
This looks perfect for large scale water, but for small scale it seems way too slow in interaction.
what kind of software is used to make this type of animation..
Can you run it?
This was done over 6 years ago?? wow! is there any software/plugin made based on this method? preferrably by the original owner :)
how could i get the paper for free
can it export the Mesh to Maya?
wich program are you using for this?
Imagine seeing this in VR
in some cases i'd be very pleased with devs making nothing instead of crap you can find a lot nowadays in the gaming industry
So is this something can be purchased for commercial use?? If not who here can do this level of coding/simulation work is interested in a job??
What Programming Language Did These Video Used? It's Kinda Cool...