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Water Simulation Revised Schedule | |||||
Logins: Patrick Liu (cs184-dg) Pilan Chenhansa (cs184-do) Tyler Bischel (cs184-ah) After doing more research into our project topic, we have found various ways of implementing water. One such way is using metaballs to model the individual particles. Metaballs take particle systems one step further by adding individual characteristics to each particle. This enables particles to be created, joined, and die in real time. First Deliverable (old): - Set up a basic water scene layout - Make a basic particle collision detector - Be able to import separate object into the water scene Second Deliverable: For this deliverable, we want to be able to make a scene that would represent a box of water. This will be made using a metaball simulator, using a mesh for the surface. We will also be able to load and drop objects into the scene. Objects dropped into the water will cause ripples and splashes. We plan to have as accurate a ripple as possible implemented in the second deliverable. As for splashes, we just want some kind of basic algorithm, even if it doesn't model the splashes accurately. In order for the objects to cause ripples and splashes, we will need to make a collision detector for the objects and water. This will determine how the objects react when they make contact with the water. Final Deliverable: - Perfect the splash effects caused by objects dropped into scene - Refine the physics models used - Use an external renderer for final rendered executable |