The SPH project from Stephen and me is reaching a new milestone:
I have finally fully implemented the particle surfacing core, it’s done 🙂 ! , well , there’s a trick: it’s only the core 😉
… and this is in lots of ways unoptimized : I’m researching optimized alternatives and also I will have to implement the complete OpenGL shading (normals,faces…) with the correct blending between different particle types.
Also I think a polygonal cache should be implemented like the current Elbeem simulator does for baking the simulation only once…
Because no matter how many optimizations are made, for real life situations it will always be slow 😉 .
Last night I finished the implementation of surface refinement for particles, this allows to increase the resolution of the mesh for smoother surfaces. I still need to redefine my current surface evaluation from particles because I’m getting the wrong isosurfaces 😛 but still I could show you my progress.
This will be useful not only for particle fluids but also for the whole particle system (Newtonian,Boids,Keyed), that’s why we plan to release first the fluid particles engine independently from the surface generator very soon 🙂
Hi all 🙂
I’m progressing a lot in the surfacing , I have implemented a spatial hash structure for boundless marching cubes acceleration that is working ok
For the isosurface evaluation I still have to investigate a few more approaches since I’m getting only surface slides of the fluid stream currently.
Currently I have a lack of updates in my site because the college net is nearly collapsing due to the VILSEL and several viruses of the same family that keep the network saturated 😦
KAV and NOD made very little for it, any effective solution ?
Yesterday, I spent the whole day hunting bugs in the volumetric multiple light scattering code, since it was not functional (the migration from 2.4x to 2.5 was not straightforward).
I hunted a lot of bugs, and now the Multiple light scattering feature works as it should do. I have sent the patch to Matt Ebb so luckily it will be fixed soon. Thanks to him 🙂
I haven’t left out the volumetric development, each project has its priorities, and one of my resposabilities is maintaining it now that it is in trunk 🙂
here’s some ugly pics of before and after, I think that bug hunting was crucial now because volumetrics are to be used in real production pipelines (like Durian) so it is important to minimize critical bugs.