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mattis

Real-Time blood in GLSL

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Hi everybody. This is my first time on gamedev so bare with me. I've designed and implemented a small 5-pass rendering of fluids as a project in procedural images at the university of linköping (sweden). The fluid animation is not in any way approximations of the real physical stuff. Instead it is all about cheating and trying to make it look convincing. At this point all i have to share is a crappy youtube-link but if i get good response i intend to post all the shaders later with some explanation and an executable.
">Watch it on youtube Parts of it are based on the "Rendering of Water Drops in Real-Time"-paper by Ines Stuppacher and Peter Surpant. Cheers [Edited by - mattis on January 26, 2009 5:33:19 PM]

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it looks pretty damn good actually, it even smears the walls or I at least have that impression :)

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Quote:
Original post by swiftcoder
Pretty neat - you might be interested in this video from the wolfire development blog.


Yes I've seen it. It is probably based on the same idea, i.e. using the fragment shader to perform image-space operations to move fluid particles.

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