Water Surface Wavelets (SIGGRAPH 2018)

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Visual Computing@IST Austria

Visual Computing@IST Austria

6 жыл бұрын

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.ist.ac.at/publ...
and the research group webpage:
visualcomputing.ist.ac.at/
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.

Пікірлер: 48
@Yrrzy
@Yrrzy 6 жыл бұрын
id recognise that half-life 2 boat model anywhere
@keltart809
@keltart809 6 жыл бұрын
who da fuk cares. the water looks so good
@Zucr_
@Zucr_ 5 жыл бұрын
@@keltart809 I care.
@Raybo3D
@Raybo3D 5 жыл бұрын
that is what I thought as well
@eldarmusayev7653
@eldarmusayev7653 6 жыл бұрын
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.
@AivanF
@AivanF 6 жыл бұрын
Amazing work! Hope to see it among developers tools in the near future.
@N0N0111
@N0N0111 6 жыл бұрын
Water video's on KZfaq needs at least 1080p60, because the compression and bitrate are not optimal.
@DwAboutItManFr
@DwAboutItManFr 6 жыл бұрын
Thank you very much! Water in game aways ignores boundaries and that makes me sick, just look sea of thieves or subnautica.
@Arrogan28
@Arrogan28 5 жыл бұрын
Nice work man.
@coder0xff
@coder0xff 6 жыл бұрын
Wow, impressive.
@Qimchiy
@Qimchiy 5 жыл бұрын
Finally. Im tired of seeing water moving mostly 1 direction and not boundcing of the boundaries.
@cerebralm
@cerebralm 5 жыл бұрын
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 :)
@sideswipebl
@sideswipebl 5 жыл бұрын
Holy shit you have no idea how much I want to play that jetski demo
@liamxyz9255
@liamxyz9255 5 жыл бұрын
amazing
@Salatiels
@Salatiels 6 жыл бұрын
Nice!
@MauroTamm
@MauroTamm 6 жыл бұрын
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 5 жыл бұрын
Useful tool for game development
@sitearm
@sitearm 6 жыл бұрын
nice!
@rottenmeat8560
@rottenmeat8560 4 жыл бұрын
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 :(
@sayochikun3288
@sayochikun3288 Жыл бұрын
Interesting
@DwAboutItManFr
@DwAboutItManFr 6 жыл бұрын
Hey, why don't you show that for the star citizen developers? I am sure they are craving to have something like that.
@WildAnimalChannel
@WildAnimalChannel 6 жыл бұрын
not bad. Will this be in the next Tomb Raider?
@MsJeffreyF
@MsJeffreyF 6 жыл бұрын
time for a new waverace
@agingmirror4524
@agingmirror4524 6 жыл бұрын
you and me = Same brain reaction
@kevinpopescu9741
@kevinpopescu9741 6 жыл бұрын
The gamecube one didn't leave me with a good impression at all...
@DominicSpall
@DominicSpall 5 жыл бұрын
Is this all real-time?
@inverted_paradox4170
@inverted_paradox4170 5 жыл бұрын
Why the hell did I watch this instead of studying
@honchokomodo
@honchokomodo 4 жыл бұрын
me irl
@philipcooper8297
@philipcooper8297 6 жыл бұрын
Ship Simulator 2019!
@tiiatanner7616
@tiiatanner7616 6 жыл бұрын
This is like work of God. It's so realistic.
@greyneutralman4449
@greyneutralman4449 6 жыл бұрын
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 жыл бұрын
Funny how out of all the possible boat models in the world they picked that one.
@sideswipebl
@sideswipebl 6 жыл бұрын
No, I did too. It screams Source engine.
@MyN0N4M3
@MyN0N4M3 5 жыл бұрын
I knew I saw that thing somewhere before
@leecaste
@leecaste 6 жыл бұрын
Didn't you show this paper in a previous siggraph?
@Lecopivo
@Lecopivo 6 жыл бұрын
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.
@FlorianCrx
@FlorianCrx 3 жыл бұрын
Can we use that in our project?
@fwoopie2635
@fwoopie2635 5 жыл бұрын
KZfaq's bitrate does not understand
@Shawn15690
@Shawn15690 6 жыл бұрын
half life 3?
@Mortiis558
@Mortiis558 6 жыл бұрын
When is this coming out on Switch?
@Lumie_Moth
@Lumie_Moth 5 жыл бұрын
is it me or does this look really jumpy?
@aval1998
@aval1998 5 жыл бұрын
Jetski Simulator 2020
@renzocoppola4664
@renzocoppola4664 6 жыл бұрын
sinkhole simulator
@Kiran.KillStreak
@Kiran.KillStreak 3 жыл бұрын
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 ?
@CorpseTongji
@CorpseTongji 5 жыл бұрын
how is this still worse looking than mario sunshine
@CorpseTongji
@CorpseTongji 5 жыл бұрын
@Art account IT have u played mario sunshine
@TheFlynCow
@TheFlynCow 5 жыл бұрын
This isnt about the rendering of water, its about the simulation.
@CorpseTongji
@CorpseTongji 5 жыл бұрын
@@TheFlynCow issa joke
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