android - Opengl Es liquid shader -



android - Opengl Es liquid shader -

i have particle scheme in place in android opengl. physics taken care of , particles draw screen great. problem render gl_points. colored squares. wondering if knows how combine points blobs looks liquid when particles close enough. nice beingness able avoid textures shader suggestions much appreciated.

there techniques marching cubes create mesh out of cloud of points. never run on smart phone in real time. unless simulate super tiny blob of liquid.

you raytrace rendering using grid marching , particules in vicinity have distance threshold pixel exit marching loop , render color according distance of nearby particles @ point. very heavy smartphone (but perfecly doable for, say, gtx480).

you give high technology , utilize billboard rendering, each point becomes 4 points (either geometry shader or cpu side particle field expansion re-create pass buffer of quads) utilize spherical billboard rendering right blending setup (additive nice) avoid billboards walking on each other , need sorting, kill perf on little device.

here resource spherical billboards: http://www.gamerendering.com/category/particle-systems/

you invent own billboard rendering shader based on field-evaluation each pixel. billboard geometry "support" work space partitionning optimization. instead of marching grid know if evaluating fragment right now, because in vicinity of particle field. accelerate research of narby particles , calculating blob field out of those, , decide of rendering of pixel that. note result discard if influence function returns under threshold. help create surfaces clear interface, water. (and not gases smoke or vapor). require prepare nice lookup construction texture @ each frame. cube texture particles info in it, fast lookup in shaders. uncertainty can done on smartphone excepts super little simulations.

android opengl-es shader liquid particle

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