Real Time Fluid Simulation (SPH) with SSFR
Platform: Windows 7 VS 2012
Graphics: OpenGL 3.3
Details:
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Real-Time Fluid Simulation using Smoothed Particle Hydrodynamics with references made to Fluids V2 by Rama C. Hoetzlein (http://www.rchoetzlein.com/fluids3/)
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Screen-space Fluid Rendering for Games by Simon Green from Nvidia Corporation (http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf)
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Blinn-Phong Lighting
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Multi-pass Rendering

Platform: Windows 7 VS 2012 Graphics: OpenGL 3.3 Details: 1) Real-Time Fluid Simulation using Smoothed Particle Hydrodynamics with references made to Fluids V2 by Rama C. Hoetzlein (http://www.rchoetzlein.com/fluids3/) 2) Blinn-Phong Lighting 3) Multi-pass Rendering

Platform: Windows 7 VS 2012 Graphics: OpenGL 3.3 Details: 1) Real-Time Fluid Simulation using Smoothed Particle Hydrodynamics with references made to Fluids V2 by Rama C. Hoetzlein (http://www.rchoetzlein.com/fluids3/) 2) Screen-space Fluid Rendering for Games by Simon Green from Nvidia Corporation 3) Blinn-Phong Lighting 4) Multi-pass Rendering

Platform: Windows 7 VS 2012 Graphics: OpenGL 3.3 Details: 1) Real-Time Fluid Simulation using Smoothed Particle Hydrodynamics with references made to Fluids V2 by Rama C. Hoetzlein (http://www.rchoetzlein.com/fluids3/) 2) Screen-space Fluid Rendering for Games by Simon Green from Nvidia Corporation 3) Blinn-Phong Lighting 4) Multi-pass Rendering