Real-time Fluid Rendering

An experimental exploration of real-time 3D fluid simulation and rendering techniques with TouchDesigner.

Tags

touchdesigner, glsl, nvidia flex, particle system, leap motion

2019

interactive graphics

Real-time Fluid Rendering
Cover image for Real-time Fluid Rendering

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

Interactive Installation by Vincent Houzé
This research was inspired by Vincent Houzé's fluid structure, which demonstrate the artistic potential of real-time fluid dynamics. The project aimed to deconstruct and advance these techniques for new media installations

The challenge of real-time fluid visualization lies at the intersection of two complex domains:

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Physical Simulation

Accurate fluid dynamics computation in real-time

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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

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Custom Plugin

C++ bridge between FleX and TouchDesigner using FlexCHOP

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Interactive Input

Real-time collision detection with dynamic geometry

Particle System Simulation in Nvidia FleX
The simulation core handles thousands of particles in real-time, calculating physics-based interactions and collisions while maintaining performance.

Gesture Control Interface

LeapMotion Integration for Gesture Control
We implemented hand tracking through LeapMotion, allowing intuitive manipulation of the fluid environment. This creates a direct connection between human gesture and fluid dynamics.

Advanced Rendering Pipeline

The rendering system employs modern screen-space techniques, inspired by Nvidia's GDC 2010 presentation on game industry standards:

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Depth Mapping

Particle depth calculation for spatial coherence

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Normal Generation

Surface normal reconstruction from depth

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Density Field

Volumetric density computation for realistic fluid appearance

Light Transport

Real-time reflection and refraction calculations

Multi-Pass Rendering Pipeline
The rendering pipeline processes multiple passes through custom GLSL shaders, combining different visual aspects to achieve the final fluid appearance.

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:

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Color Dynamics

Real-time color manipulation based on fluid properties

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Material Properties

Various surface characteristics from water to metallic fluids

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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.

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