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After doing research on the web on the topic of rendering fluid dynamics, we realized that the best (and most common) way to model ripples was by using a surface mesh and applying some sort of mathematical formula which perturbed the vertices so that a "ripple" appears. After getting advice from a source on the web, we realized that the best way to model the splashing AND the ripples would be to use the surface mesh in conjunction with metaballs, which would work a lot better for splashing than the mesh would. Therefore, we had to change our first deliverable from a collision detector to a basic mesh which models one set of ripples. Our next deliverable will consist of the both the rippling mesh and the metaballs. |
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