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...
View ArticleMega 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...
View ArticleWavelet 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:...
View ArticleRed 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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