Building a Real-Time System on GPUs for Simulation and Rendering of Realistic 3D Liquid in Video Games
Baoquan Liu, Minxuan Wang, Yifan Yang, Yuewei Shao · 2023
Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering of water, which are pushing the visual boundaries and interactive experience of rich virtual environments. However, simulation and rendering of a large number of water particles is very time consuming and it is very hard to achieve real-time frame rate (due to the huge computational cost required), e.g., those found in feature movies and offline products [Flip Fluids2022], or tools (e.g., Houdini and Blender). That is why most water visual effects in modern games are either simulated as only a 2D shallow-water in which simulation is calculated in 2D grid and projected onto the heightfield, as in [Fluid Flux 2022], or are baked at preprocessing stage which does not allow the player to dynamically interact with the liquid at runtime, as a result, lots of the fun of interactivity is lost.