Water Flow in Portal 2
The SIGGRAPH 2010 logo, featuring a stylized blue and red 'G' with a sphere in the center, set against a light blue background.
1. Water Flow in PORTAL 2
Two square icons side-by-side. The left icon shows a stick figure jumping over a wavy line representing water. The right icon shows a stick figure inside a circle with a diagonal line through it, indicating a restriction or warning.
Alex Vlachos, Valve
July 28, 2010
The SIGGRAPH logo, featuring a stylized 'G' with red and blue curved lines, set against a glowing blue sphere.
1.1. Outline
- • Goals & Technical Constraints
- • How Artists Create Flow Maps
- • Flowing Normal Maps in Left 4 Dead 2
- • Flowing Color Maps in Portal 2
A small, dark wooden cabin with a gabled roof is partially submerged in murky, brown floodwater. The cabin is situated in a dense forest of tall, slender trees, many of which have thick, gnarled trunks. The water reflects the light, creating a shimmering effect. The scene is misty and atmospheric, with a cool color palette dominated by blues, greys, and browns. The cabin has several windows, some of which appear to be boarded up or broken. The overall mood is somber and mysterious.
Rochelle
Coach
Ellis
+100
A close-up photograph showing a concrete structure, possibly a dam or bridge pier, partially submerged in dark water. A large, dense patch of green algae or moss covers a significant portion of the concrete surface. The water is dark and reflects the surrounding environment, including the sky and the concrete structure. The algae patch is textured and appears to be growing in a crevice or on a flat surface. The concrete structure has a rough, weathered appearance with some visible lines and textures. The overall scene suggests a natural, somewhat neglected environment.
The logo for SIGGRAPH 2010, featuring a stylized, three-dimensional 'G' in red and blue, with a glowing blue base that resembles a planet or a lens flare.
1.2. Goals
- • Visual
- – Solve repeating texture artifacts
- – Flow around obstacles
- – Vary water speed and bump strength
- • Technical
- – Work with existing reflective surfaces
- – Min hardware ps2.0b (6-year-old hardware) & Xbox 360
- • Gameplay...
1.3. Gameplay
- • Early Left 4 Dead 2 playtests showed players were confused and got lost often in the swamps
- – Soft non-directional lighting
- – Trees provided too much cover
- • My theory was that water flow would improve gameplay by highlighting the correct path
- • We tested this theory through playtesting
- • In practice, we found testers took 17% fewer wrong turns and decreased the time it took to traverse the level!
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a blue sphere at the center, all set against a light blue background.
1.4. Technical Constraints
- • Already at perf limits on the Xbox 360 & low-end PC
- • Already at memory limits on the Xbox 360
- • Our water shader had limited instructions left for our low end hardware ps2.0b
The logo for SIGGRAPH 2010, featuring a stylized 'G' in red and blue with a white ring, set against a light blue background.
1.5. Algorithm Overview
- • Pixel shader flow, not geometric flow
- • Continue to use a normal map for water ripples
- • Artists author a flow map (a texture containing 2D flow vectors)
- • Use this flow map in a pixel shader to distort the normal map in the direction of flow
A square texture showing a blue and purple wavy pattern, representing a normal map for water ripples.
A square texture showing a green and yellow pattern with red and orange accents, representing a flow map containing 2D flow vectors.
1.6. Flow Texture Mapped onto Surface
The logo for SIGGRAPH 2010, featuring a stylized, glowing blue and red sphere with a white ring around it, set against a dark background.
Covers entire water surface
A 3D rendered scene from a video game. In the foreground, a large, dark tree trunk stands on a ground covered in a vibrant, glowing green and yellow texture. In the background, a small wooden cabin with a dark roof and a glowing window is visible. The scene is set in a forest with other trees and foliage in the distance.
Flow Texture
A close-up view of the flow texture. It shows a complex, abstract pattern of green, yellow, and red colors, resembling a fluid or smoke simulation. The texture is highly detailed and appears to be a result of a procedural generation process.
The logo for SIGGRAPH 2010, featuring a stylized, glowing sphere with red and blue curved lines representing orbits or data paths.
1.6.1. Normal Map Mapped onto Surface
Tiled over the water surface
A 3D rendered scene of a forest. The ground is covered in a blue and purple wavy normal map texture, which is tiled across the surface. Red lines are overlaid on the texture, forming a grid pattern. In the background, there are dark, silhouetted trees and a small wooden structure.
Normal Map
A close-up view of the normal map texture, showing a dense, wavy pattern of blue and purple colors.
1.6.2. Artists Author Flow Maps
- • Flow map provides a unique 2D vector for every point on the water surface
- • Relatively low resolution: texels/meter
- • Impractical to paint directly
- • We use Houdini to create vector flow maps
1.6.3. Houdini – Importing Level Geometry
The Houdini logo, featuring a stylized red and blue 'G' shape with a glowing effect.
The image shows the Houdini software interface. On the left is a 3D viewport displaying a complex level geometry with a large, flat, light-colored surface and a raised platform. The surface is covered with numerous small, dark, textured objects, possibly representing grass or debris. The platform has a similar texture. On the right is the Houdini node editor. The 'Tree View' tab is active, showing a hierarchy of nodes. The 'Obstacles' node is selected. Below it, the 'merge2' node is visible, followed by the 'acet1' node. The 'redirect' node is also present. The 'merge4' node is highlighted, and the 'Write_Read_BGEO' node is visible below it. The 'Stamp Name' field is set to 'FORVALUE', the 'Group Mask' is 'swamp_grass*', and the 'Attribute' is 'class'. The 'Tolerance' is set to '0.001'.
1.6.4. Houdini – Procedural Masks
The SIGGRAPH 2010 logo, featuring a stylized red and blue sphere with a white ring, set against a white background.
A screenshot of the Houdini software interface showing a procedural mask workflow. The left pane displays a 3D view of a dark scene with red, glowing, circular patterns and a white wireframe grid. The right pane shows the Houdini node editor with a network of nodes including 'attribcreate1', 'smooth2', 'subdivide1', 'transfer_Color1', 'smooth4', 'set_NY_ZERO', 'merge1', 'peak1', 'transfer_Color2', and 'ar_redir'. The 'transfer_Color2' node is highlighted with a blue circle. The top toolbar shows the 'Group' menu with 'Brush', 'Symmetry', and 'Stroke' options. The 'Operation' dropdown is set to 'Comb Normals' with a 'Comb Lift' value of 0.15 and 'Keep Normal Length' checked. The 'Tree View' tab is active, showing a hierarchy of objects including 'Water'.
1.6.5. Houdini – Applying Masks
The SIGGRAPH 2010 logo, featuring a stylized red and blue sphere with a white ring, set against a light blue background.
A screenshot of the Houdini software interface. The main viewport on the left displays a 3D mesh with red and blue lines, representing a complex surface. The right panel shows the 'Node Network' editor. The 'Group' dropdown is set to 'Stroke'. The 'Operation' dropdown is set to 'Comb Normals'. The 'Comb Lift' slider is set to 0.15. The 'Keep Normal Length' checkbox is checked. The 'Tree View' tab is active, showing a hierarchy of nodes: 'smooth5', 'facet4', 'ar_mixAttr1', 'take_newColours', 'ar_mixAttr3', 'READWRITE', 'set_NORMAL_TC', 'Scale_Unit', 'FinalRotations', and 'RENDER'. The 'READWRITE' node is highlighted with a green circle.
1.6.6. Houdini – Water Normal Maps
The SIGGRAPH 2010 logo, featuring a stylized red and blue sphere with a white ring around it, set against a light blue background.
A screenshot of the Houdini software interface. On the left, a 3D viewport shows a blue, wavy water surface. On the right, the node network is visible, showing a sequence of nodes: 'BaseGrid', 'Translation_and_Scale_to_desired_Height', 'CreateWaves' (containing 'Low_Frequency_Waves' and 'High_Frequency_Waves'), 'ProcessNormals', 'putNormalToColour', and 'Point_geoNormals_to_Camera_for_Render'. The 'ProcessNormals' node is highlighted with a green border.
Normal Map
A square image showing a blue and purple wavy pattern, representing a normal map. The pattern consists of small, irregular waves and ripples, typical of a water surface normal map.
The Valve logo, featuring a stylized 'V' with red and blue curved lines, set against a blue and white background.
1.6.7. Left 4 Dead 2
- • Wanted to replace our scrolling normal maps with flowing normal maps
- • Keep the rest of the water shader the same
- • This algorithm ultimately provides a new per-pixel normal generated from the normal map and flow map
The SIGGRAPH logo consists of a stylized, three-dimensional 'G' shape. The 'G' is formed by two interlocking loops, one colored red and the other blue. Below the 'G' is a glowing blue circular base that emits a soft light.
1.7. Related Work
- • Nelson Max and Barry Becker 1995. Flow visualization using moving textures. In Proceedings of the ICASW/LaRC Symposium on Visualizing Time-Varying Data, 77–87.
- • Building on aspects of their algorithm and applying their approach to flowing normal maps
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a glowing blue base.
1.8. Flow Visualization
- • Inputs: flow field & noise texture
- • Distort a noise texture to visualize a flow field
- • The UV is offset by the 2D flow vector scaled by time
The logo for SIGGRAPH 2010, featuring a stylized blue and red sphere with a white ring, set against a light blue background.
1.8.1. Flow Visualization Textures
Noise Texture
A square image showing a dense, grayscale noise texture, commonly used in computer graphics for procedural generation.
Flow Texture
A square image showing a flow texture. The texture has a color gradient from dark green on the left to orange in the center to light green on the right. Overlaid on the texture are several white arrows indicating flow direction: a short arrow pointing down on the far left, a long arrow pointing down in the dark green region, a short arrow pointing down in the orange region, a short arrow pointing up in the orange region, a short arrow pointing down in the light green region, and a long arrow pointing down on the far right.
1.8.2. Flow Visualization Experiment
The SIGGRAPH logo, featuring a stylized 'G' composed of red and blue curved lines, with a blue sphere at the bottom.
Flow Texture
A color map for the flow texture, showing a gradient from dark green on the left to dark green on the right, with a bright orange-red center.
The logo for SIGGRAPH 2010, featuring a stylized, three-dimensional 'G' in red and blue, with a glowing blue base and a red ring around it.
1.8.2.1. Max & Becker's Observation
- • The beginning of the distortion looks convincing
- • Only distort a small amount
- • In general, distortion looks reasonable for the first 1/3 of uv space
1.8.2.2. Smoothly Interpolating Layers
- • Blend the short animated segment in two layers
- • Each layer is offset half a phase so we can hide the restart for each layer
The graph illustrates the opacity of two layers over time. The x-axis represents Time (0.0 to 3.0) and the y-axis represents Opacity (0.0 to 1.0). Layer 1 (red line) and Layer 2 (blue line) are shown. Layer 1 starts at 0.0 opacity at time 0.0, reaches 1.0 opacity at time 0.5, and returns to 0.0 at time 1.0. Layer 2 starts at 1.0 opacity at time 0.0, returns to 0.0 at time 0.5, and reaches 1.0 opacity at time 1.0. This pattern repeats every 1.0 unit of time, with Layer 1 peaking at 0.5, 1.5, 2.5 and Layer 2 peaking at 1.0, 2.0, 3.0.
| Time | Layer 1 Opacity | Layer 2 Opacity |
|---|---|---|
| 0.0 | 0.0 | 1.0 |
| 0.5 | 1.0 | 0.0 |
| 1.0 | 0.0 | 1.0 |
| 1.5 | 1.0 | 0.0 |
| 2.0 | 0.0 | 1.0 |
| 2.5 | 1.0 | 0.0 |
| 3.0 | 0.0 | 1.0 |
1.8.2.3. Smoothly Repeating Flow
The SIGGRAPH logo, featuring a stylized 'G' with red and blue curved lines and a blue base.
Flow Texture
A horizontal color gradient bar showing a smooth transition from dark green on the left, through orange and red in the center, to dark green on the right.
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a blue glow effect at the bottom.
1.9. A Great Start
- • We now have a method to flow a normal map
- • We want to apply this to a larger surface
- • But applying this to a large surface means tiling our normal map which will cause artifacts...
1.10. Portal 2 Test Map
SIGGRAPH2010
The logo for SIGGRAPH 2010, featuring a stylized, glowing blue and red 'G' shape with a circular motion blur effect around it.
A screenshot from the Portal 2 Test Map. The scene is a dark, industrial-looking room with walls made of large, square tiles. The floor is covered in a dark, reflective liquid. In the foreground, there is a small, dark platform with a glowing blue light and a small, glowing blue cube. In the background, there is a bright, glowing light source, possibly a portal or a large window, and a small, dark, rectangular object on the floor.
VALVE®
1.10.1. Portal 2 Test Map (Programmer Art)
A stylized logo consisting of a red and blue swirl or 'G' shape, possibly representing a portal or a stylized letter. It has a glowing blue base.
A screenshot from the game Portal 2 showing a test chamber. The chamber is filled with dark water. In the center, there is a small, dark, rectangular object floating. To the left, a large, dark, rectangular structure is partially submerged. The walls are made of grey, corrugated metal panels. The floor is dark and reflective.
1.11. Flow Vectors on Water Surface
The SIGGRAPH logo, featuring a stylized red and blue sphere with a white ring, set against a blue background.
A 3D visualization of flow vectors on a water surface. The water surface is colored with a gradient from red (high velocity) to green (low velocity). The flow is directed towards a central structure, which is a dark, rectangular block. The surrounding area is a light gray, suggesting a tiled floor or wall. The flow vectors are represented by small arrows on the water surface, indicating the direction and magnitude of the flow.
Flow Texture
A 2D visualization of flow texture. The image shows a color-coded map of the flow field, with red indicating high velocity and green indicating low velocity. The flow is directed towards a central structure, which is a dark, rectangular block. The surrounding area is a light gray, suggesting a tiled floor or wall. The flow texture is represented by a color gradient, indicating the direction and magnitude of the flow.
1.11.1. Single Layer Normal Distortion
The SIGGRAPH logo, featuring a stylized, colorful sphere with red, blue, and white segments, surrounded by a glowing blue ring.
Flow Vectors
A small inset image showing a 3D visualization of flow vectors. The scene is a simplified version of the main image, with a blue floor and a black cube. The floor is covered with a color gradient from red to green, representing the magnitude of the flow vectors. The black cube is positioned in the center of the floor.
1.11.2. Double Layer Normal Distortion
The SIGGRAPH logo, featuring a stylized red and blue sphere with a white ring, set against a blue and white background.
Flow Vectors
A small inset image showing a 3D visualization of flow vectors. The scene includes a blue cube and a larger black structure on a blue surface. The flow vectors are represented by a color gradient from red to green, indicating the direction and magnitude of the flow.
The Valve logo, featuring a stylized 'V' with red and blue curved lines and a blue glow at the bottom.
1.11.3. Two Major Problems
- • Repetition – The same normals will flow through the same point on the mesh
- • Pulsing – The surface appears to pulse in a repeating pattern
1.11.4. Repetition Visualization Single Layer
The SIGGRAPH 2010 logo, featuring a stylized globe with red, white, and blue curved lines representing the Earth's latitude and longitude, set against a light blue background.
Flow Vectors
A small 3D visualization showing flow vectors on a surface. The surface is colored with a gradient from red to green, and a small black cube is placed on it. The flow vectors are represented by small red arrows pointing in various directions.
Normal Map
A small 3D visualization showing a normal map. The surface is colored with a gradient from red to green, and a small black cube is placed on it. The normal map is represented by a small red dot on the surface.
The Valve logo, consisting of the word "VALVE" in a bold, sans-serif font, with a registered trademark symbol (®) to the right.
A large 3D visualization showing a single layer of repetition. The surface is covered in a dense, repeating pattern of red and blue dots. A small black cube is placed on the surface. The background shows a dark, textured wall and a dark floor.
1.11.4.1. Double Layer
The SIGGRAPH logo, featuring a stylized red and blue sphere with a white ring around it, set against a white background.
Flow Vectors
A 3D visualization of flow vectors on a blue surface. The surface is covered with a dense field of small, red, arrow-like shapes representing the direction and magnitude of the flow. The flow appears to be moving away from a central point towards the edges of the surface.
Normal Map
A 2D visualization of a normal map. The map shows a blue surface with a single, prominent red dot in the center, indicating a point of high normal magnitude or a specific feature.
The VALVE logo, consisting of the word "VALVE" in a bold, sans-serif font, enclosed in a black rectangular border.
A large 3D visualization of a "Double Layer" simulation. The main area is a blue, textured surface with a dense field of red, arrow-like shapes representing flow vectors. The surface is surrounded by a dark, grid-like structure, possibly representing a container or a boundary. The overall scene is rendered in a high-quality, realistic style.
1.11.4.2. Double Layer With Offset
The SIGGRAPH logo, featuring a stylized red and blue sphere with a white ring, set against a light blue background.
Flow Vectors
A visualization of flow vectors on a 2D plane. The plane is colored with a gradient from red to green. A small black cube is positioned on the plane. The flow vectors are represented by small red arrows pointing outwards from the cube.
Normal Map
A visualization of a normal map. The plane is colored with a gradient from blue to red. A small red circle is positioned on the plane, representing the normal vector at that point.
1.11.4.3. Repetition Solved by Offset
The SIGGRAPH logo, featuring a stylized, colorful sphere with red, blue, and white segments, surrounded by a glowing blue ring.
Flow Vectors
A small inset image showing a 3D visualization of flow vectors. The scene is a simplified version of the main image, with a blue floor and a small black cube. The floor is covered with a dense field of small, colorful arrows (vectors) pointing in various directions, indicating the flow of a fluid or gas. The colors range from red to green.
The logo for SIGGRAPH 2010, featuring a stylized sphere with red and blue curved lines and a white ring, set against a blue and white background.
1.11.5. Pulsing Solved by Noise
A 3D rendering of a dark, industrial interior space. In the center, there is a large, dark, rectangular object with some glowing elements on top. In the foreground, there is a smaller, dark, rectangular object. The floor is covered in a dense, noisy texture. The walls are made of dark, rectangular panels.
Noise Texture
A close-up view of a noisy texture, showing a dense, granular pattern of black and white pixels.
1.11.6. Pulsing Solved by Noise
SIGGRAPH2010
The SIGGRAPH 2010 logo, featuring a stylized red and blue sphere with a white ring, set against a blue and white background.
Flow Vectors
A visualization of flow vectors in a pool, showing a color gradient from red to green. The red area is near the source of the flow, and the green area is further away. The flow vectors are represented by small arrows pointing in the direction of the flow.
Noise Texture
A visualization of a noise texture in a pool, showing a grayscale gradient. The texture is applied to the water surface, creating a realistic, rippling effect. The texture is represented by a small, dark, rectangular area.
The VALVE logo, featuring the word "VALVE" in a bold, sans-serif font, with a registered trademark symbol (®) to the right.
1.12. Water Speed Affects Normals
We scale down the strength of the normal in tangent space by the flow speed (Flow speed is the length of the 2D flow vector)
1.13. Performance
Compared to scrolling two normal maps:
- • Additional texture fetches: 2 - flow & noise
- • Additional arithmetic pixel shader instructions: 21
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a blue glow effect.
1.14. Water Flow in Portal 2
- • Wanted to also flow debris in dirty water
- • Needed to modify our algorithm to support flowing a color map
1.15. Debris Flow Example
The SIGGRAPH logo, featuring a stylized 'G' with red and blue curved lines and a blue base.
Flow Vectors
A visualization of flow vectors, showing a color-coded map of flow direction and magnitude. The colors range from green (low magnitude) to red (high magnitude), with arrows indicating the flow direction.
The logo for SIGGRAPH 2010, featuring a stylized, glowing blue and red sphere with a white ring around it, set against a dark background.
1.15.1. Debris Flow Example
A large, abstract visualization of a debris flow. The image shows a turbulent, swirling mass of material in shades of green, yellow, and orange, suggesting a complex, chaotic flow pattern. The top left corner shows a dark, textured surface, possibly a wall or floor, with a grid pattern.
Flow Texture
A smaller, square visualization showing a dense, granular texture of the flow. It features a complex, swirling pattern of green, yellow, and orange, with many small, dark, circular features scattered throughout, representing individual particles or debris within the flow.
1.15.2. Debris Normal (Same as before)
Flow Vectors
1.15.2.1. Flowing Debris Using Same Algorithm
The SIGGRAPH logo, featuring a stylized 'G' with red and blue curved lines and a blue base.
A large, textured, greenish-brown surface, possibly representing a planet or a large body of water, showing swirling patterns and debris. The surface is covered in a dense layer of small, light-colored particles or debris. In the top left corner, a portion of a metallic, reflective structure is visible.
1.15.2.2. Flowing Normals
- Flowing normals would repeat an interval from zero to some fraction with the peak (center) of the interval at half distortion
The figure consists of two vertically stacked graphs sharing a common x-axis labeled 'Time' ranging from 0.0 to 3.0.
The top graph plots 'Opacity' (y-axis, 0.0 to 1.0) against 'Time'. It shows two periodic triangular waves. 'Layer 1' (red line) starts at (0,0), peaks at (0.5, 1.0), and returns to 0 at (1.0, 0). 'Layer 2' (blue line) starts at (0, 1.0), reaches 0 at (0.5, 0), and returns to 1.0 at (1.0, 1.0). This pattern repeats. Green circles mark the peaks of the waves at time intervals of 0.5.
The bottom graph plots 'Distortion' (y-axis, 0.0 to 1.0) against 'Time'. It shows two periodic sawtooth waves. 'Layer 1' (red line) starts at (0,0), increases linearly to (1.0, 1.0), and then resets to 0. 'Layer 2' (blue line) starts at (0, 1.0), decreases linearly to (1.0, 0), and then resets to 1.0. This pattern repeats. Green circles mark the points where the distortion is 0.5, occurring at time intervals of 0.5.
1.15.2.3. Flowing Debris
- Flowing colors works better by offsetting the interval from
-fractionto+fractionso the peak of the interval is at zero (the at-rest position)
The figure consists of two vertically stacked graphs sharing a common x-axis labeled 'Time' ranging from 0.0 to 3.0.
Top Graph: Opacity vs. Time
The y-axis is labeled 'Opacity' and ranges from 0.0 to 1.0. Two sawtooth waves are shown:
- Layer 1 (Red): Peaks at with an opacity of 1.0. Troughs are at with an opacity of 0.0.
- Layer 2 (Blue): Peaks at with an opacity of 1.0. Troughs are at with an opacity of 0.0.
Green circles mark the peaks of both layers at .
Bottom Graph: Distortion vs. Time
The y-axis is labeled 'Distortion' and ranges from -1.0 to 1.0. Two sets of parallel lines are shown:
- Layer 1 (Red): Consists of five parallel lines with a positive slope. Each line has a y-intercept of -0.5 and a y-value of 0.5 at respectively.
- Layer 2 (Blue): Consists of five parallel lines with a positive slope. Each line has a y-intercept of 0.0 and a y-value of 0.5 at respectively.
Green circles mark the intersections of the lines at at .
1.15.2.4. Flowing Debris Using Offset
The SIGGRAPH logo, featuring a stylized 'G' with red and blue curved lines and a blue base.
Flow Vectors
A small rectangular visualization showing a color-coded map of flow vectors. The colors range from green to red, indicating different flow directions or magnitudes. The map shows a complex pattern of flow lines.
1.15.3. Debris Flow
The SIGGRAPH logo, featuring a stylized 'G' with red and blue curved lines and a blue base.
Flow Vectors
A visualization of flow vectors, showing a color-coded map of flow direction and magnitude. The colors range from green (low magnitude) to red (high magnitude), with arrows indicating the flow direction.
A dark, atmospheric scene of a flooded room. The walls are covered in large, square tiles, some of which are dark and others light, creating a checkered pattern. The floor is also tiled and is partially submerged in dark, rippling water. In the foreground, a long, dark wooden table sits on the floor. On the table, there is a glowing white orb, a small white box with a black symbol, and a small white box with a black symbol. In the background, a bright light source, possibly a window or a doorway, illuminates the scene, casting a strong beam of light across the water and the walls. A small, dark, rectangular object is visible on the wall near the light source. The overall mood is mysterious and eerie.
A small, dark wooden cabin with a gabled roof is partially submerged in murky, brown floodwater. The cabin is situated in a dense forest of tall, slender trees. Several large, thick tree trunks are visible in the foreground, their lower portions underwater. The water surface is rippled, reflecting the overcast sky. The overall atmosphere is somber and desolate, suggesting a scene of environmental devastation or a remote, isolated settlement.
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue curved lines, with a glowing blue base.
1.16. Future Work
- • Flow height maps and use tessellation hardware
- • Multiple frequencies of normal maps
- • Render dynamic flow vectors per-frame so animated objects cause flow changes
- • Use flow map with our physics simulation to have objects flow on the water surface using the same data
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a blue base and a red ring.
1.17. Summary
- • Use an artist-authored flow map
- • Flow the normals in two layers and combine
- • Use noise to reduce pulsing artifact
- • Offset each phase of animation to reduce repetition
- • Flowing debris uses an offset distortion range that favors less distortion than the normal flow
The logo for SIGGRAPH 2010, featuring a stylized 'G' composed of red and blue rings, with a blue glow effect at the bottom.
Thank You!
Water textures created by Alireza Razmpoosh
Alex Vlachos, Valve