Comments (4)
Hey, I'm one of the authors of the paper. If you decide to incorporate it to crest I'm more than happy to answer any questions you might have.
from crest.
Thanks. Yeah I've seen that but I didn't have it referenced, I'll add to the readme.
From the abstract:
The current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive
The latter problem is exactly what Crest is designed to solve - it does simulation on multiple scales (view dependent) to get interactions while keeping it efficient. The local_sim branch needs more work to see how much detail we can get in the sim results. I'm not sure it will get the results of directly applying a normal map which is really detailed though. I'll think about what might work here.
Yeah I've been thinking about incorporating flow. i definitely think this can be incorporated into crest, perhaps with a world aligned wind velocity texture. I've added it to the improvement directions.
Finally, there is a lot of flexibility to do things like add custom shape shaders to achieve different effects, such as whirlpools. It would be interesting to hear more about your requirements, whatever you can share of course. I obviously need to make sure i focus on core crest features but I can easily give recommendations or do simple examples of bespoke shape if that is useful. My email is on the readme in case that is a better medium for that type of thing. I'll leave it up to you anyway.
from crest.
Thanks! Yeah, it's looking like we'll be moving forward with Crest for our project now, so we'll almost certainly give you some more detailed info about our project and what our aims are (via email most like, as we're currently unannounced).
Thanks again!
from crest.
Thanks for reaching out lecopivo! Very nice work with this technique. I will put aside some time to review and let you know if I have questions.
from crest.
Related Issues (20)
- Boat Physics - Adding colliders and player to boat causing big issues HOT 1
- Problems when rendering HOT 1
- Shader broken on 2022.2.4 on Metal HOT 5
- URP reflection error when using two cameras after build. HOT 3
- Updating ShapeFFT parameters runtime, generates a lot of garbage HOT 5
- HDRP underwater volumetric lights not working properly HOT 2
- Local / movable spectrums or crest shapes HOT 3
- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
- Wake / foam artifacts when moving the camera quickly HOT 11
- Delayed LOD / tile enabling when using large clipping areas HOT 5
- Depth Cache not populated - Exported Image is Black HOT 8
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
- No caustics, no shadow data and/or constant shadowing on iOS
- Error of Does not exist some Classes. HOT 1
- Sporadic gaps / precision errors in tiles. HOT 33
- SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area HOT 11
- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
- FindObjectsSortMode HOT 3
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from crest.