Volumetric render of 'Colliding Flows'. Simulation domain: 320x256x192.

Shading is achieved by letting light diffuse into the volumetric density field. Scattering amount is determined by local density. When converged, this process results in a 3d luminance/irradiance map (one can interpret this as a "photon" density map). This map is then used together with the density field when ray marching into the volume to produce the final image.

Everything is implemented in CUDA. Simulation to produce velocity field + advection diffusion for density transport took about 5 minutes for this sequence. Volumetric rendering was more time consuming at 1hr 30 min.

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