Tags / Graphics
Caustics Simulation in Unity
- Part 4 in a series about creating a realistic water simulation and renderingCaustics are ripples of light projected onto surfaces behind the refracting surface when light shines through. Caustics have the effect of concentrating light in very distinctive bands because when the refracting surface deforms it acts like a complex lens dynamically bending and focusing the light. Like the refraction, caustics are relatively straightforward to implement in ray-tracing though very computationally expensive. I could find no implementations of real caustics in Unity. The approaches I found use some kind of animation with static baked caustic textures that are warped in a wave-like fashion.
Refracting Water Surface in Unity
- Part 3 in a series about creating a realistic water simulation and renderingRefraction is the physical phenomena that distorts views through the boundary between two transparent materials that have differing refractive indices. Common examples are looking into water or through a lens. This is very easy to achieve with ray-tracing because it closely simulates the physical process of light moving around a scene. Today (2021) ray-tracing can only be done offline or with limited complexity scenes on the latest hardware. Most games today use a technique called rasterization which is much faster but has many limitations.
Creating the Physics of Water Movement
- Part 2 in a series about creating a realistic water simulation and renderingIn this section we are going to look at simulating the movement of the water surface. We model the surface as a 2D grid of particles. These particles then form the basis of a mesh by rendering triangles between them. A particle is modelled as a point in space with a mass and velocity vector. Each particle is connected to each of its immediate eight neighbours. That is four to the left, right, in-front, and behind, then the diagonals.
Physical Simulation of Water
- creating a realistic simulation of water with refraction and caustics in UnitySimulating water has been a nerdy hobby of mine for a long time now. My first attempts were on the game Downstream Danger back in 1985. There were a few pre-defined animations for waterfalls and streams. In 1999 I got into DirectX and 3D games development on Windows. I started a game with the working title of Microcosm, but unfortunately I never got it completed. It had landscapes comprised of fractal mountains with simulated erosion.
On The BeachI’ve had a horrible ray traced pebbly beach scene framed on my wall for a long time now that I really wanted to redo. I’ve used a bit of free time at Christmas along with a major new release of Cheetah3d to do that. Here are a few of the things I created.
Published Dec 29, 2017 1 min read graphics