This technical research investigates real-time fluid rendering techniques through the implementation of screen-space shaders in TouchDesigner. It demonstrates the practical application of modern real-time graphics techniques in an interactive context.
Background
The challenge of real-time fluid visualization lies at the intersection of two complex domains:
Physical Simulation
Accurate fluid dynamics computation in real-time
Visual Rendering
Convincing fluid appearance with real-time performance
Technical Architecture
Fluid Simulation Core
The foundation of the system relies on particle-based fluid simulation using Lagrangian schemes:
Nvidia FleX Integration
Real-time particle solver providing physical accuracy
Custom Plugin
C++ bridge between FleX and TouchDesigner using FlexCHOP
Interactive Input
Real-time collision detection with dynamic geometry
Gesture Control Interface
Advanced Rendering Pipeline
The rendering system employs modern screen-space techniques, inspired by Nvidia's GDC 2010 presentation on game industry standards:
Depth Mapping
Particle depth calculation for spatial coherence
Normal Generation
Surface normal reconstruction from depth
Density Field
Volumetric density computation for realistic fluid appearance
Light Transport
Real-time reflection and refraction calculations
Artistic Exploration
The technical framework served as a foundation for exploring various artistic directions with modified shaders. I experimented with different visual styles by manipulating:
Color Dynamics
Real-time color manipulation based on fluid properties
Material Properties
Various surface characteristics from water to metallic fluids
Artistic Filters
Post-processing effects for stylized appearances
Acknowledgements
This research was conducted during an internship at OUTPUT, with special thanks for their support in providing resources and creative freedom. The project builds upon Vincent Houzé's pioneering work in interactive fluid installations.