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Channel: Game Rendering » Special Effects
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Fluid Simulation and Rendering

For effects like smoke or water, a fluid simulation and rendering approach is needed. There are currently two popular methods for this: Simulate the fluid on the CPU and send the result as particles to...

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Mega Particles

Instead of rendering textured billboards, this technique called “Mega Particles” render spheres to an off-screen texture. This texture is then blurred and randomly displaced using a fractal cube. The...

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Wavelet Turbulence for Fluid Simulation

This is a new and interesting way to add more detail to simulated fluids like smoke. Even if it’s far from realtime, some idea´s might be useful in games too.  The link to the paper:...

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Red Screen Filter

This is one way to apply a filter to make the whole screen red. After rendering the scene to a texture like usual. Render a full screen quad with the following shader attached, to get the whole screen...

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