Water Surface Wavelets (SIGGRAPH 2018)

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  • เผยแพร่เมื่อ 15 ก.ย. 2024
  • 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...
    and the research group webpage:
    visualcomputing...
    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.

ความคิดเห็น • 48

  • @Yrrzy
    @Yrrzy 6 ปีที่แล้ว +105

    id recognise that half-life 2 boat model anywhere

    • @keltart809
      @keltart809 6 ปีที่แล้ว +4

      who da fuk cares. the water looks so good

    • @Zucr_
      @Zucr_ 5 ปีที่แล้ว +6

      @@keltart809 I care.

    • @Raybo3D
      @Raybo3D 5 ปีที่แล้ว

      that is what I thought as well

  • @eldarmusayev7653
    @eldarmusayev7653 6 ปีที่แล้ว +10

    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 ปีที่แล้ว +5

    Amazing work! Hope to see it among developers tools in the near future.

  • @DwAboutItManFr
    @DwAboutItManFr 6 ปีที่แล้ว +28

    Thank you very much! Water in game aways ignores boundaries and that makes me sick, just look sea of thieves or subnautica.

  • @N0N0111
    @N0N0111 6 ปีที่แล้ว +5

    Water video's on TH-cam needs at least 1080p60, because the compression and bitrate are not optimal.

  • @Qimchiy
    @Qimchiy 5 ปีที่แล้ว +3

    Finally. Im tired of seeing water moving mostly 1 direction and not boundcing of the boundaries.

  • @cerebralm
    @cerebralm 5 ปีที่แล้ว +1

    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 :)

  • @jesterJunkiee
    @jesterJunkiee 4 ปีที่แล้ว +1

    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 :(

  • @coder0xff
    @coder0xff 6 ปีที่แล้ว +1

    Wow, impressive.

  • @sideswipebl
    @sideswipebl 5 ปีที่แล้ว

    Holy shit you have no idea how much I want to play that jetski demo

  • @Arrogan28
    @Arrogan28 5 ปีที่แล้ว

    Nice work man.

  • @MauroTamm
    @MauroTamm 6 ปีที่แล้ว

    Can it do water flow vs wind (a oceanic style current flowing in one direction with major wind blowing against it creating swells/waves).

  • @DominicSpall
    @DominicSpall 5 ปีที่แล้ว +1

    Is this all real-time?

  • @tiiatanner7616
    @tiiatanner7616 6 ปีที่แล้ว +2

    This is like work of God. It's so realistic.

  • @MsJeffreyF
    @MsJeffreyF 6 ปีที่แล้ว +30

    time for a new waverace

    • @agingmirror4524
      @agingmirror4524 6 ปีที่แล้ว +1

      you and me = Same brain reaction

    • @kevinpopescu9741
      @kevinpopescu9741 6 ปีที่แล้ว

      The gamecube one didn't leave me with a good impression at all...

  • @inverted_paradox4170
    @inverted_paradox4170 5 ปีที่แล้ว

    Useful tool for game development

  • @sayochikun3288
    @sayochikun3288 ปีที่แล้ว

    Interesting

  • @liamxyz9255
    @liamxyz9255 6 ปีที่แล้ว

    amazing

  • @greyneutralman4449
    @greyneutralman4449 6 ปีที่แล้ว +32

    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 ปีที่แล้ว

      Funny how out of all the possible boat models in the world they picked that one.

    • @sideswipebl
      @sideswipebl 6 ปีที่แล้ว +1

      No, I did too. It screams Source engine.

    • @MyN0N4M3
      @MyN0N4M3 5 ปีที่แล้ว +1

      I knew I saw that thing somewhere before

  • @FlorianCrx
    @FlorianCrx 3 ปีที่แล้ว

    Can we use that in our project?

  • @DwAboutItManFr
    @DwAboutItManFr 6 ปีที่แล้ว

    Hey, why don't you show that for the star citizen developers? I am sure they are craving to have something like that.

  • @Salatiels
    @Salatiels 6 ปีที่แล้ว

    Nice!

  • @leecaste
    @leecaste 6 ปีที่แล้ว +3

    Didn't you show this paper in a previous siggraph?

    • @Lecopivo
      @Lecopivo 6 ปีที่แล้ว +11

      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.

  • @inverted_paradox4170
    @inverted_paradox4170 5 ปีที่แล้ว +7

    Why the hell did I watch this instead of studying

  • @WildAnimalChannel
    @WildAnimalChannel 6 ปีที่แล้ว

    not bad. Will this be in the next Tomb Raider?

  • @sitearm
    @sitearm 6 ปีที่แล้ว

    nice!

  • @fwoopie2635
    @fwoopie2635 5 ปีที่แล้ว

    TH-cam's bitrate does not understand

  • @philipcooper8297
    @philipcooper8297 6 ปีที่แล้ว +1

    Ship Simulator 2019!

  • @Mortiis558
    @Mortiis558 6 ปีที่แล้ว

    When is this coming out on Switch?

  • @Kiran.KillStreak
    @Kiran.KillStreak 3 ปีที่แล้ว

    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 ?

  • @Shawn15690
    @Shawn15690 6 ปีที่แล้ว +3

    half life 3?

  • @Lumie_Moth
    @Lumie_Moth 5 ปีที่แล้ว

    is it me or does this look really jumpy?

  • @aval1998
    @aval1998 5 ปีที่แล้ว

    Jetski Simulator 2020

  • @renzocoppola4664
    @renzocoppola4664 6 ปีที่แล้ว

    sinkhole simulator

  • @CorpseTongji
    @CorpseTongji 5 ปีที่แล้ว +4

    how is this still worse looking than mario sunshine

    • @CorpseTongji
      @CorpseTongji 5 ปีที่แล้ว

      @Art account IT have u played mario sunshine

    • @TheFlynCow
      @TheFlynCow 5 ปีที่แล้ว +2

      This isnt about the rendering of water, its about the simulation.

    • @CorpseTongji
      @CorpseTongji 5 ปีที่แล้ว

      @@TheFlynCow issa joke