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<channel>
	<title>Game Rendering &#187; Special Effects</title>
	<atom:link href="http://www.gamerendering.com/category/special-effects/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamerendering.com</link>
	<description></description>
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		<title>Fluid Simulation and Rendering</title>
		<link>http://www.gamerendering.com/2009/09/15/fluid-simulation-and-rendering/</link>
		<comments>http://www.gamerendering.com/2009/09/15/fluid-simulation-and-rendering/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 12:51:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Particle Systems]]></category>
		<category><![CDATA[Smoke]]></category>
		<category><![CDATA[Billboards]]></category>
		<category><![CDATA[Bottleneck]]></category>
		<category><![CDATA[CPU]]></category>
		<category><![CDATA[Fluid Dynamics]]></category>
		<category><![CDATA[Fluid Simulation]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Particle System]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Water]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=674</guid>
		<description><![CDATA[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 the GPU for rendering as billboards. This is often called a particle system. The technique has been around since the dawn [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0cm;">For effects like smoke or water, a fluid simulation and rendering approach is needed. There are currently two popular methods for this:</p>
<ol>
<li>
<p style="margin-bottom: 0cm;">Simulate the fluid on the CPU and send the result as particles to the GPU for rendering as billboards. This is often called a particle system. The technique has been around since the dawn of computer graphics.</p>
</li>
<li>
<p style="margin-bottom: 0cm;">Simulate the fluid on the GPU and render the result into textures. This will then be rendered by doing volume ray casting (or ray marching) on the GPU. This technique is new and rather unexplored, and there are few real-life implementations. The result can be very realistic but slow.</p>
</li>
</ol>
<p style="margin-bottom: 0cm;">Technique one burdens both CPU, bandwidth and GPU. Although in modern solutions, it&#8217;s the bandwidth that&#8217;s the bottleneck. The GPU based technique only burdens the GPU ( but a lot ).</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/DER5xp29z6w&#038;hl=sv&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/DER5xp29z6w&#038;hl=sv&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<p style="margin-bottom: 0cm;">The movie shows the GPU method of fluid simulation and rendering. More info about this particular implementation in the two last links.</p>
<p><strong>Building an Advanced Particle System</strong><br />
<a href="http://www.mysticgd.com/misc/AdvancedParticleSystems.pdf">http://www.mysticgd.com/misc/AdvancedParticleSystems.pdf</a><br />
<strong>Building a Million Particle System</strong><br />
<a href="http://www.2ld.de/gdc2004/MegaParticlesPaper.pdf">http://www.2ld.de/gdc2004/MegaParticlesPaper.pdf</a><br />
<strong>Real-Time Simulation and Rendering of 3D Fluids</strong><br />
<a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html</a><br />
The previous page&#8217;s authors homepage:<br />
<a href="http://www.cs.caltech.edu/~keenan/project_fluid.html">http://www.cs.caltech.edu/~keenan/project_fluid.html</a></p>

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		<title>Mega Particles</title>
		<link>http://www.gamerendering.com/2009/09/15/mega-particles/</link>
		<comments>http://www.gamerendering.com/2009/09/15/mega-particles/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 12:07:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Particle Systems]]></category>
		<category><![CDATA[Smoke]]></category>
		<category><![CDATA[Billboard]]></category>
		<category><![CDATA[Cloud]]></category>
		<category><![CDATA[Mega Textures]]></category>
		<category><![CDATA[Shader]]></category>
		<category><![CDATA[Shower Door Effect]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=659</guid>
		<description><![CDATA[
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 final result is carefully blended into the scene, taking depth into account. The result is a volumetric cloud that is lit by lighting and truly look [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0cm;"><a href="http://www.gamerendering.com/wp-content/uploads/mega_particles.JPG"></a><a href="http://www.gamerendering.com/wp-content/uploads/mega_particles.JPG"><img class="alignnone size-medium wp-image-660" title="Mega Particles" src="http://www.gamerendering.com/wp-content/uploads/mega_particles-400x206.jpg" alt="Mega Particles" width="400" height="206" /></a><a href="http://www.gamerendering.com/wp-content/uploads/mega_particles.JPG"></a></p>
<p style="margin-bottom: 0cm;">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 final result is carefully blended into the scene, taking depth into account. The result is a volumetric cloud that is lit by lighting and truly look volumetric. The problem is that this technique suffers from the shower-door effect which can make it really annoying to use in practice. It&#8217;s also harder for artist to control the final look. Also, going inside the cloud requires special treatment not even mentioned in the slides. But nevertheless, it&#8217;s an interesting approach that certainly can be developed furthered. At least one optimization could be to not render actual spheres, but instead billboards holding the sphere info.</p>
<p style="margin-bottom: 0cm;"><a href="http://www.inframez.com/events_volclouds_slide01.htm">http://www.inframez.com/events_volclouds_slide01.htm</a></p>

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		<title>Wavelet Turbulence for Fluid Simulation</title>
		<link>http://www.gamerendering.com/2009/03/26/wavelet-turbulence-for-fluid-simulation/</link>
		<comments>http://www.gamerendering.com/2009/03/26/wavelet-turbulence-for-fluid-simulation/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 00:03:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Smoke]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Special]]></category>
		<category><![CDATA[Special Effects]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=606</guid>
		<description><![CDATA[This is a new and interesting way to add more detail to simulated fluids like smoke. Even if it&#8217;s far from realtime, some idea´s might be useful in games too.

 The link to the paper:
http://www.cs.cornell.edu/~tedkim/WTURB/wavelet_turbulence.pdf



Please share:


	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	


]]></description>
			<content:encoded><![CDATA[<p>This is a new and interesting way to add more detail to simulated fluids like smoke. Even if it&#8217;s far from realtime, some idea´s might be useful in games too.</p>
<div class="mceTemp"><a href="http://www.cs.cornell.edu/~tedkim/WTURB/sphere.jpg"><img class=" " title="Smoke Simulation" src="http://www.cs.cornell.edu/~tedkim/WTURB/sphere.jpg" alt="Smoke Simulation" width="480" height="360" /></a></div>
<p> The link to the paper:</p>
<p><a href="http://www.cs.cornell.edu/~tedkim/WTURB/wavelet_turbulence.pdf">http://www.cs.cornell.edu/~tedkim/WTURB/wavelet_turbulence.pdf</a></p>

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		<title>Red Screen Filter</title>
		<link>http://www.gamerendering.com/2009/01/14/red-screen-filter/</link>
		<comments>http://www.gamerendering.com/2009/01/14/red-screen-filter/#comments</comments>
		<pubDate>Wed, 14 Jan 2009 01:14:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Special Effects]]></category>
		<category><![CDATA[Effect]]></category>
		<category><![CDATA[Filter]]></category>
		<category><![CDATA[Fragment Shader]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=563</guid>
		<description><![CDATA[
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 in red. This is a nice and quick effect.
 
By averaging the different components with the weights 0.3, [...]]]></description>
			<content:encoded><![CDATA[<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/redfilter.jpg"></a></div>
<p>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 in red. This is a nice and quick effect.</p>
<p> <a href="http://www.gamerendering.com/wp-content/uploads/redfilter.jpg"><img class="size-medium wp-image-564" title="The original output to the left, the result of the filter to the right" src="http://www.gamerendering.com/wp-content/uploads/redfilter-400x176.jpg" alt="The original output to the left, the result of the filter to the right" width="400" height="176" /></a></p>
<p>By averaging the different components with the weights 0.3, 0.59, 0.11 you will get a better result than just taking equally much from each. Read more on this page about it</p>
<p><a href="http://en.wikipedia.org/wiki/Grayscale">http://en.wikipedia.org/wiki/Grayscale</a></p>
<p>The fragment shader:</p>

<div class="wp_codebox"><table width="100%" ><tr id="p5632"><td class="code" id="p563code2"><pre class="c" style="font-family:monospace;">uniform sampler2D screenRT<span style="color: #339933;">;</span>
varying vec2 uv<span style="color: #339933;">;</span>
&nbsp;
<span style="color: #993333;">void</span> main<span style="color: #009900;">&#40;</span> <span style="color: #993333;">void</span> <span style="color: #009900;">&#41;</span>
<span style="color: #009900;">&#123;</span>
    <span style="color: #666666; font-style: italic;">// make the screen red, (but works fine for other channels too, of course)</span>
    gl_FragColor.<span style="color: #202020;">r</span> <span style="color: #339933;">=</span> dot<span style="color: #009900;">&#40;</span>texture2D<span style="color: #009900;">&#40;</span> screenRT<span style="color: #339933;">,</span> uv <span style="color: #009900;">&#41;</span>.<span style="color: #202020;">xyz</span><span style="color: #339933;">,</span>vec3<span style="color: #009900;">&#40;</span><span style="color:#800080;">0.3</span><span style="color: #339933;">,</span> <span style="color:#800080;">0.59</span><span style="color: #339933;">,</span> <span style="color:#800080;">0.11</span><span style="color: #009900;">&#41;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span></pre></td></tr></table></div>


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