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Improve low poly fluid sims by implementing 'langrarian wave curves'

Hi, i want to first apologize for posting already, but last time i didn't provide enough resources. Wave curves are used to add a ton of detail to low poly fluid sims, by using the surface motion to calculate the wave phase speed, the location of the wave packet always remains on the fluid surface, because it is reprojected at the end of each time step. This is technically possible to accomplish with geometry nodes, if there is somebody at blender who would be interested in implementing a version of this. Last time i provided this link about implementing langarian wave curves on DYNAMICALLY deforming surfaces ( dl.acm.org/doi/abs/10.1145/3386569.3392466 ) because in the second video, there is a break down of the math, but now i realize, it's better for me to provide THIS link ( core.ac.uk/download/pdf/352940331.pdf ) which is an actual paper. PLEASE consider this, it will greatly help to add detail to low poly fluids, without being super expensive on hardware or time. One image is from what a proper wave curves implementation looks like, and the other image is my own attempt at a simple water solver, you can see the lengths one has to go to, in order to create a similar result, yet my attempts are not actually interactive or fluid. The original implementation was a post-processing step, but blender is a different software with a different workflow, so maybe geometry nodes is the way to implement it. Whether you were to implement this as 3d displacement, or 2d bump, a proper implementation or a similar variation of this should be implemented into blender, it will benefit the community at large. Thank you. untitled.png Screenshot 2023-08-09 141751.png

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Development Status: Open

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josiah1
9 Aug 2023

2 Comments

Lauloque

This looks to be just a research paper, not a technology ready to use.

washington

The difference is just so HUUGE that is water and iron, black and white, Me and Brad Pit. Common guys, lets make It happens. We need this!!!