Particle-based Visoelastic Fluid Simulation - this experiment is based on this paper, modified for multiple fluid collisions and optimized for realtime simulation. If the frame rate is lower than 30fps the bar is greyed out. The maximum is 5000 and the default framerate is 40fps. Particle bar shows a number of particles on the scene. shows the number of particles on scene Grid - use Grid for drawing straight lines delete Air Emitter (visible when edited) Remove - remove liquid, pipes, sewers, ducksĪir - draw Air Emitter (visible when edited)ĭelete A. Sewer - create sewer, if you want to remove liquid This project is an implementation of 2D liquid simulation using Smoothed Particle Hydrodynamics in WebGL. P - Pipe - create water, oil or foam pipe Oil - create oil, lighter and higher viscosity than waterįoam - create foam, very light with high viscosity Added pipes and sewers for a never-ending complex water system. Shallow water model with Lax-friedrich integration scheme Physically realistic rendering with reflection, refraction and fresnel coefficient. This simulation is quite process-intense, sometimes it helps when you close other tabs in a browser. It is based on smoothed particle hydrodynamics (SPH) - Langrangian method of fluid simulation. The maximum number of particles (drops) is 5000. To implement this effect we take depth information as input and blurs a mask generated from the depth map along radial lines emanating from the light source.Īs you can see, as more simulation shader added into the pipeline, the performance evetually drops.īut all the fps is above 60, which means our WebGL Water is truly fast and real-time.This is a new version of liquid simulation sandbox, in which you can create water, oil and foam, add pipes and sewers, draw walls and air emitters.Ī new Grid function is added for drawing straight lines. God rays is a Volumetric light scattering effect due to shadows. Now the reflection and refraction positions are not right, to be fixed in the future. To render a reflection texture from the point of view of reflection point, and use this texture for shading the water. This can be turn on under GUI debug image under draw_obj_reflect. Then in the shader, transform vertex into the light view space, determine shadow by the following rule This is done by rendering a depth texture a from the point of view of light. Load the obj by Threejs obj loader, then shade it by diffuse BRDF.Īs triangle test is very expensive in the shader, we use Shadow Map technique instead of raytraced shadow. This shader calculates wave pattern based on sphere movement. Real-time particle-based 3D fluid simulation and rendering using WebGL.Simulation is a GPU implementation of the PIC/FLIP method.Rendering uses spherical ambient occlusion volumes. The wave propagates and attenuates due to this shader.ĪverageHeight = (sum of 4 neighbouring Heights)/4 The normal is calculated and shaded correctly after this shader. Height.y += drag (drag is based on dist to click center) the speed is also attenuatedĪd the end, the texture is passed into water mesh shaders as useful information to renderĪs you can see, the height of vertex is changed after this shader. In the step simulation, speed.y is calculated based on new height and normal information. In the Normal Map shader, normal.x and normal.z is updated with new height information. In the Height Map shader, or the sphere move simulation, height.y is updated by mouse click/sphere movement. To complete water simulation, a gl.RGBA float texture is used to store the simulation data. Use Perlin noise as a noise texture to change water height based on noise. Volumetric light scattering due to shadows Use bounding sphere to interaction with water, without triangle test, so that performance is maintained fast and realtime. And we get the caustic value by compare the two refract rays, Then write the caustic value to the caustic map. floor is lit by rays emanating vertically above the point of interest: caustics will be maximal for vertical rays and will not be as visible for rays entering water sidewaysįor each point we calculate two refract rays, one is using vertical normal and the other is using the real normal.Here we simplify the computation process by making some assumptions: Recommendation is to use latest Firefox / Chrome running on GPU.Ĭomputing underwater caustics accurately is a complex process: millions of individual photons are involved. Please also ensure that you have below WebGL extensions, OES_texture_float, OES_texture_float_linear, WEBGL_depth_texture, This project requires advanced graphics card together with a WebGL capable browser. The basic feature of this project is inspired by Evan Wallace's work:
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