Coding Adventure: Rendering Fluids
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We've succeeded in the past to make a bunch of little balls behave like a fluid, but can we now make them look like a fluid too? In this video we'll explore a few different techniques, and also attempt a simple simulation of foam and spray to liven things up! Support my work (and get early access to new videos and source code) on Patreon or Nebula * Patreon: https://www.patreon.com/SebastianLague * Nebula: https://go.nebula.tv/sebastianlague Source Code: * GitHub: https://github.com/SebLague/Fluid-Sim Check out my other fluid simulation videos: https://youtube.com/playlist?list=PLFt_AvWsXl0dJrPelwdVSMVC_MDTYPJWn&si=Z5cOCDSI1aS4fe_C Credits and References: * Screen Space Fluid Rendering: https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf * Foam, Spray and Bubbles: https://cg.informatik.uni-freiburg.de/publications/2012_CGI_sprayFoamBubbles.pdf * Reflections and Refractions: https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf * Music: https://raw.githubusercontent.com/SebLague/Misc-Project-Info/refs/heads/main/Coding-Adventures/FluidRendering Chapters: 0:00 Intro 0:27 Marching Cubes 05:58 Raymarching 10:40 Refract, Reflect, Fresnel 13:35 More Raymarching 18:28 A Simple Environment 20:40 Testing the Raymarched Fluid 25:03 Screen Space Technique: Depth Map 28:35 Simple Smoothing 33:42 Surface Smoothing 36:44 Rendering the Fluid 42:02 Spray, Foam, and Bubbles 55:12 Testing the Screen Space Fluid 57:22 Outro
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