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White splash experiments (real-time in browser). But I guess this approach is kinda a dead end, and maybe I should change the approach.
23,527 views • 1 year ago •via X (Twitter)
10 Comments

The approach is like this: - Assign each particle a ‘splash value’ determined by speed/density - Make a ‘splash map’ by rendering splash values onto the screen. - Blur the map using Gaussian Filter. - Blend the blurred map with the rendered fluid image.

I made $4.2M from $500 this way: - Idea - FB Ad Test - Iterate - Statistical Analysis - Revenue Experiment - Scale a Winner This isn't a vague feel-good tweet This is how you use the scientific method to start a profitable business on the cheap

Deleted my OG post, keep pushing it. Use this small volume. Create a infinite grid, frustum culled, create a displacement mesh, attach this sim from the seams to the seams of the infinite grid to make a quick ocean sim out of it with localized fluid dynamics like your showing now.

The problem is that the splash looks too blurry. Maybe I should not blend the blurred map as is.

real-time IN THE BROWSER?! 🤯

Yeah, it is running smoothly on RTX 3060 Mobile. And I'm happy that you see my post because the video below gave me an inspiration to implement this sim!

Nice simulation. What interface tracking particle tracking model are you using for this?

I’m using an algorithm called MLS-MPM for the simulation and Screen-Space Fluid Rendering for the rendering. For more detail, see my article:

Have you ever modelled ocean waves / bathymetry interactions?

Sooo cool

