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zonozz

Member Since 16 Dec 2012
Offline Last Active Jun 24 2013 12:36 PM

Topics I've Started

Question About Fluid simulation

24 June 2013 - 02:07 AM

Hi, everyone !

 

I'm newer to do fluid simulation, and find that really hard to implement, I try to make that physical theory more clear, so I can do next. Please tell me if I had some comprehension problems :

 

I divide this tech into 2 steps - 1st is physical motion equation solving I called. And 2nd is surface reconstruction. Right ?

 

As learning going, I gradually find that the most difficult for me is step 2 - surface reconstruction. I cant imagine how those particles reconstructed by position data (or something else data ?), a algorithm to find surfaces ? or iso-surface ? 

 

Digression - Are there something can be improved of fluid simulation for movies or games ? (The movies I saw, which had gorgeous fluid effects.)

 


Tangent Binormal Normal

08 June 2013 - 10:28 AM

Hi Everyone !

 

I review the code written before, I just forgot one theory of  "normal mapping" tech.

 

From lighting theory point, When I need to lighting a object, object must has normal information, that's enough.

 

But in "normal mapping" tech, why I need tangent and binormal ? If I caculate lighting using normal map's data straight, is that really wrong ? 

 

I make a water demo with high light, that is using 2 normal map, I using those data for lighting straight, the vision result I cant see something wierd ? Is that wrong in theory ?


About water refraction

24 April 2013 - 09:02 AM

Hi everyone !

 

I'm doing 2D water simulation, and there is a problem in my program.

 

Figure :

Attached File  Problem.jpg   86.09KB   84 downloads

 

Just as you see, I render the clip plane below to texture and over it to another texture, eventually to combine 2 texture to water plane.

 

Question :

 

1. I dont understand why my friends told me I should calculate reflection & refraction vector ? Why I need these vectors ? ( I already finish render the reflection & refraction effect ? ).

 

2. As you see the picture above, there is a obvious visual error in water plane, when I turn the camera, the goddess body teared ! How does it occurred ? How to fix it ?

 

Thanks.


Odd phenomenon in reflection

13 April 2013 - 09:30 PM

Hi everyone !

 

I'm practicing "reflection" effect follow the "Raster Tech" way.(http://rastertek.com/dx11tut27.html)

 

But I see some strange result. I debug the author's source code and my source, both have that odd phenomenon.

 

Note that marked aera :

Attached File  Odd Phenomenon.jpg   63.13KB   40 downloads

What's that ?

 

When I rotate my camera about X ( Look down at floor ) :

Attached File  Odd Phenomenon 2.jpg   35.73KB   42 downloads

Many odd reflection obj appeared !

 

I dont know how this phenomenon is generated.

 

The code is following the link I mentioned above. ( http://rastertek.com/dx11tut27.html )

 

 


SSAO with Odd Color In normal RT & position RT

07 April 2013 - 02:27 AM

Hi everyone !.

 

I'm really sorry to talk about this problem again just like I talked some days ago. But I really dont know :

 

1.Render Target - Normal Texture looks just has r and g value , so where is blue ?.(I use Render Target pixel format A32B32G32R32F)

2.Render Target - Position Texture looks really strange, what I think is position just like normal has 3 floats value, but why there is no

   brightness change?(It looks really blue !)

3.The problem above is RenderMonkey's problem or my code error ?

 

Figure and vertex shader code:

Attached File  SSAO 5.jpg   81.15KB   56 downloads

 

Pixel shader code:

Attached File  SSAO 6.jpg   104.08KB   52 downloads


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