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Alireza Khodatars (Armin)

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liquidTEQ(2020)

June 11, 2020 realtime

liquid technic

<none topology change liquid>

The main goal of this R&D was to transfer simulated water into a game engine.

Because fluid simulations usually involve changing topology, bringing them into a real-time engine can be challenging. In this approach, I converted the simulation into a fixed-topology mesh with a consistent polygon count, so the result could be treated as a deforming object rather than a topology-changing one.

Once the topology was fixed, I was able to transfer the animation into the engine using a skeletal animation workflow.

This R&D was originally developed for an in-house engine, and this example is a representative demonstration of the technique and workflow.

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