Ocean Fog using Direct3D 10 [Knowledgebase] Introduction
The purpose of this project was to investigate how we could effectively render a realistic Ocean scene on differing graphics solutions while trying to provide good, current, working clas ...
Posted: 2009-10-07 13:31:25 by Chuck De Sylva (Intel), Jeff Andrews (Intel)
Fluid Simulation for Video Games (part 1) [Knowledgebase] By Dr. Michael J. Gourlay
Introduction to Fluid Dynamics
Video games appeal to our desire to explore and interact with our environment, and adding real-world phenomena-such as fluid motion-allows ga ...
Posted: 2009-10-28 15:26:43 by Dr. Michael J. Gourlay
Fluid Simulation for Video Games (part 2) [Knowledgebase] By Dr. Michael J. Gourlay
Fluid Simulation Techniques
As explained in the previous article, non-linear partial differential equations (PDE's), combined with initial and boundary value constraints, d ...
Posted: 2009-10-28 15:29:54 by Dr. Michael J. Gourlay
Fluid Simulation for Video Games (part 3) [Knowledgebase]
By Dr. Michael J. Gourlay
Download PDF and Video
Download Fluid Simulation for Video Games (part 3) [PDF 2.2MB]A video of three simulations (vortex ring, ball thru smoke, spinning ball) is ...
Posted: 2009-11-05 15:31:04 by Dr. Michael J. Gourlay
Fluid Simulation for Video Games (part 4) [Knowledgebase]
Download PDF and Simulation Video
Download Fluid Simulation for Video Games (part 4) [PDF 431KB]Video of three simulations (vortex ring, ball thru smoke, spinning ball) is available here (78.3MB)
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Posted: 2009-11-05 15:37:44 by Dr. Michael J. Gourlay