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WebGL Water Simulator

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Re: WebGL Water Simulator

#71
post #66

Earlier quoted context omitted.

So, does that Flex system BASICALLY imply that in another few decades the individual granularity of those particles will become so small and so numerous that we'll basically be modeling liquids and solids at the molecular level? It seems to me that it's only a lateral step then to mimic the fluid like effects of explosive forces being applied to solids.

> ... that in another few decades the individual granularity of those particles will become so small and so numerous that we'll basically be modeling liquids and solids at the molecular level? Also not a graphics programmer, but I am a scientist who has model liquids and solids at the molecular level–a lot of this is doable today, but I doubt it'll ever be applied directly to a macroscopic graphics engine. There are…

Yeah. You bring up an excellent point. Smoke and mirrors. It won't be molecular...not with semiconductors anyway. Maybe when quantum holographic systems are operating our transporters it will be possible :D.

UNTIL THEN, All it has to do is get granular enough to fill the resolution of the current generation of monitor technology. Just like how ray tracing really only requires enough granularity to appear seamless at the current resolution.

Re: WebGL Water Simulator

#72
post #3

Fun trick: Pause the simulation with the space bar. Then, take your mouse and drag it on the surface of the water, you will notice it creates ripples but in the paused state. Drag the mouse rapidly back and forth in a very tiny area so that it creates a layered 'ripple' that grows and grows. If you spend about 2 minutes doing this you can make the ripple go like 10 feet high completely off the screen. Then unpause th…

Rather than dragging, just click in the same spot hundreds of times to make a huge tower of water, then unpause to see a single ring of concentric waves and perfect wave reflection/interaction effects.

Or paste this into the console:

     water.addDrop(x, y, radius, strength)
0,0 is the center, bounds are -1 to 1. 0.1 radius is a reasonable spike, 1 radius is a huge swell. 1 strength is really big. 10 is ridiculous. Try negative numbers too!

Try:

     water.addDrop(0, 0, 0.1, 5)

Re: WebGL Water Simulator

#73

Earlier quoted context omitted.

Rather than dragging, just click in the same spot hundreds of times to make a huge tower of water, then unpause to see a single ring of concentric waves and perfect wave reflection/interaction effects.

Or paste this into the console: water.addDrop(x, y, radius, strength) 0,0 is the center, bounds are -1 to 1. 0.1 radius is a reasonable spike, 1 radius is a huge swell. 1 strength is really big. 10 is ridiculous. Try negative numbers too! Try: water.addDrop(0, 0, 0.1, 5)

water.addDrop(5, 9, -0.03, 1) is cool, especially as it starts to settle

Re: WebGL Water Simulator

#74

Earlier quoted context omitted.

Or paste this into the console: water.addDrop(x, y, radius, strength) 0,0 is the center, bounds are -1 to 1. 0.1 radius is a reasonable spike, 1 radius is a huge swell. 1 strength is really big. 10 is ridiculous. Try negative numbers too! Try: water.addDrop(0, 0, 0.1, 5)

water.addDrop(5, 9, -0.03, 1) is cool, especially as it starts to settle

HOLY CRAP.... Dude

Re: WebGL Water Simulator

#75

Earlier quoted context omitted.

Unfortunately the effects that you describe are nontrivial. The method of water simulation that is used here doesn't lend itself to simulating the effects of things like water tension or breaking waves. This is because the water surface is represented as a 2D height-map, representing the displacement from equilibrium (i.e. the z coordinate as a function of x and y). It's clear that it is not possible to represent wat…

So the surface of the water is a real time displacement map?

A real time calculated displacement map would be more appropriate. These simulations typically use real wave-front physics (Navier-Stokes), even if simplified.

Re: WebGL Water Simulator

#76
post #66

Earlier quoted context omitted.

So, does that Flex system BASICALLY imply that in another few decades the individual granularity of those particles will become so small and so numerous that we'll basically be modeling liquids and solids at the molecular level? It seems to me that it's only a lateral step then to mimic the fluid like effects of explosive forces being applied to solids.

> ... that in another few decades the individual granularity of those particles will become so small and so numerous that we'll basically be modeling liquids and solids at the molecular level? Also not a graphics programmer, but I am a scientist who has model liquids and solids at the molecular level–a lot of this is doable today, but I doubt it'll ever be applied directly to a macroscopic graphics engine. There are…

Number of transistors is not really relevant here, since it still doesn't tell us anything about how many atoms we could simulate per second. If anything, we should be rather looking at FLOPS that can be generated by a given chip.
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