12/5/2023 0 Comments Webgl water simulation![]() ![]() ![]() Just got normals implemented, and now working on environment reflection and refraction (again purely though shaders). I'll keep this updated as I progress along.ĮDIT: Works great now. 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. I then read this updated data from the texture back into buf1. master 17 branches 0 tags Go to file Code vuoriov4 Update README.md 0b9eb5c on 12 commits assets updates 4 years ago dist make it a little faster 4 years ago lib init 4 years ago src make it a little faster 4 years ago. It showcases simulated skeletons, partial server-side simulation and synchronization with WebSocket and camera facing a particle system and volumetric light effect. The data from buf1 is used in the fragment shader, which calculates the new height (red in RGBA), damps the value (multiplies by 0.99), then renders it to a texture. GitHub - vuoriov4/webgl-water-demo: Real-time WebGL water simulation. It seems that the height values are never being damped and I'm not sure why. ![]() The fluid simulation is based on Jos Stam fabulous paper Real-Time Fluid Dynamics for Games, you can find more of his projects here. However, it doesn't seem to be functioning properly (probably a dumb error I'm overlooking). You can try also Water Simulation or Flame Painter procedural brushes or a new Rebelle real-media paint program. Gl.readPixels( 0, 0, simRes, simRes, gl.RGBA, gl.UNSIGNED_BYTE, ) Ok, I figured out how to read the data using native webgl calls: // Render first scene into texture Easily create a realistic water surface dynamic simulation. Renderer.render( sceneRTT, cameraRTT, rtTexture, true ) ĮDIT: May have found the solution at jsfiddle /gero3/UyGD8/9/ TL DR: How can I copy data from a WebGLRenderTarget to a DataTexture after a call like this: Or am I doing it all wrong? Something's telling me I'll have to work with multiple textures and somehow swap back and forth similar to how Evan did it. How does one read the data directly from a WebGLRenderTarget? All the examples demonstrate how to send data TO the target (render to it), not read FROM it. If I could read the data back from the rtTexture and update the data texture (buf1) each frame, then the simulation should properly animate. Mr doob water type ionizer mrdoob water ionizer 3 archives trendhunter trends flexible reward. Focusing on hybrid lagrangian/eularian approaches here (PIC/FLIP/APIC.). Colorful fly simulator (inspired by mrdoob) 039tda2020. This is correct (after 1 simulation step) as it starts with the center point being the only point of displacement. Experimenting with GPU driven 3D fluid simulation on the GPU using wgpu. In the example you'll see the 4 vertices surrounding the center point are displaced upwards. The pool is simulated with a heightfield and cont. What I'm struggling with is reading data back from the WebGLRenderTarget (rtTexture in my example). A realtime pool of water rendered using WebGL with reflection, refraction, caustics, and ambient occlusion. ![]() (the second smaller plane is for debugging what's currently in the WebGLRenderTarget) Here's my current THREE setup using shaders: Raise and drop the ball into the water to see realistic, beautiful splashing of the water. I'd like to get it working with shaders for the GPU boost. This incredible demo is as fluid as you could believe. I think I'm getting close (just want the simulation for now, don't care about caustics/refraction yet). 3D, A-frame, ARCore, Actions on Google, Android Live Wallpaper API, Android NDK, Android SDK, Android Things, Apps Script, Arduino, Augmented Reality, Blender, CLIP, Canvas, Canvas Quiz, Captive Portal, Cardboard SDK, Cast API, Cinder, Cloud Text-to-Speech API, Convnet.js, D3.js, Demoscene, Dialogflow, Firebase, Framer Motion, GAN, GLSL, GPT-2, Gamepad API, Google Assistant, Google Assistant SDK, Google Cloud AI, Google Cloud Speech API, Google Cloud Vision API, Google Maps Tile API, Google Natural Language, Google Sheets, Handwriting Recognition, Haxe, Javascript, Keras.js, Kotlin, Kotlin, LIT, Machine Learning, Magenta, Magenta.js, Mapbox GL, Maps Places API, MaryTTS, NLP, Nearby API, Nearby API, Node.js, Notification Access API, OpenCV, OpenGL, Opengl, P5.js, Paper.js, Particles, Pixi.js, Polymer, PoseNet, Potree, Processing, Raspberry Pi, React, React Map GL, Shadercam, Speech Synthesis API, Tango, Teachable Machine, TensorFlow, TensorFlow Lite, TensorFlow Lite for Microcontrollers, Tensorflow, Tensorflow.js, Three.js, Tone.js, Torch, Touch Designer, Translate API, USB OTG, Unity, Visualization, Vuforia, Wavenet, Web Audio API, Web Speech API, WebGL, WebMIDI, WebRTC, WebXR, Websockets, Wekinator, es6, ink.js, openFrameworks, react.js, t-SNE, tensorflow.I am trying to port this ( ) over to THREE. ![]()
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