Perfect Fluids | Raytracing Showcase (Minecraft +)

By subdividing the world into a dense voxel mesh, fluid dynamics can be handled more efficiently by the CPU (multithreading), as long as the fluid domain size does not exceed the system’s RAM limit. Procedural textures are utilized for the surface of the magma. By mapping object coordinates to Perlin noise, displacement can be generated to be used in ambient occlusion calculations. AO is then used to determine the emission strength and blackbody temperature of the magma. Screen space texturing is used to project raw, unshaded output images onto the world geometry. The textured surfaces allow for frame perfect, physically accurate light transport raytracing. By converting the image to grayscale and finding the gradient descent, normal maps are generated with the unshaded screen output. Bloom is then used. ➥Find out more:
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