【Hacker News搬运】基于FFT的海浪渲染,在Godot中实现
-
Title: FFT-based ocean-wave rendering, implemented in Godot
基于FFT的海浪渲染,在Godot中实现
Text:
Url: https://github.com/2Retr0/GodotOceanWaves
标题:GitHub - 2Retr0/GodotOceanWaves: 基于FFT的海洋波渲染,实现于Godot 摘要:这是一个在Godot引擎中实现的基于快速傅里叶变换(FFT)的海洋波渲染技术。该项目展示了如何使用FFT算法在Godot中创建逼真的海洋波效果。 内容总结: 该GitHub项目提供了一个使用Godot游戏引擎实现的海洋波渲染方案。通过FFT(快速傅里叶变换)算法,该项目能够生成动态且逼真的海洋波效果。FFT是一种有效的数学算法,常用于信号处理领域,它可以将时间域的数据转换到频率域,这在渲染动态效果时非常有用。在Godot引擎中应用FFT算法,可以帮助开发者创造出更加真实的海洋场景,适用于游戏、模拟或视觉效果制作等领域。通过这个项目,开发者可以学习到如何在自己的Godot项目中集成FFT算法来增强视觉效果。
Post by: RafelMri
Comments:
kamranjon: The other two Godot repos by this person are very interesting as well. I love the level of detail they add to explaining their repos. This one is particularly interesting: <a href="https://github.com/2Retr0/GodotGaussianSplatting">https://github.com/2Retr0/GodotGaussianSplatting</a><p>Wonder if they are a student, they seem to cite other work frequently and have a strong grasp on recently published materials.
kamranjon: 这个人的另外两个Godot repos也很有趣。我喜欢他们在解释他们的转发时所添加的细节。这个特别有趣:<a href=“https:/;github.com/ 2Retr0/-GodotGaussian Splatting”>https:"/;github.com;2Retr0/;GodotGaussian Splatting</a><p>不知道如果他们是学生,他们似乎经常引用其他作品,并且对最近发表的材料有很强的把握。
jesperwe: 20 years ago I could spend months tweaking ocean surface in renders and not get even close to that. Amazing how good this is!!<p>Although the demo clip feels a bit exaggerated (saying this having over 50k Nm open water ocean sailing in my logbook). Waves that sharp and high would need the wind blowing a lot stronger. But I am sure that is just a parameter adjustment away!<p>Since it is in Godot I assume the rendering is real time? Does it need a monster GPU?
jesperwe: 20年前,我可能会花几个月的时间在渲染中调整海洋表面,甚至无法接近。这真是太棒了<p> 虽然演示片段感觉有点夸张(我的航海日志中有超过50kNm的公海航行)。如此尖锐和高的波浪需要风吹得更强。但我敢肯定,这只是一个参数调整<p> 既然是在Godot中,我假设渲染是实时的?它需要怪物GPU吗?
fcatalan: Things like this brought me into computers, but along the way I fell for the easy and boring life of glueing libraries, endpoints and corporate bullshit that leads to burnout.
Perhaps some day...fcatalan: 这样的事情把我带到了计算机领域,但一路上,我爱上了粘图书馆、端点和公司废话的轻松无聊的生活,这会导致倦怠。也许有一天。。。
viraptor: Different approaches, but if someone's interested in waves/ocean simulation, Acerola published some awesome (as always) videos on this topic. <a href="https://youtu.be/PH9q0HNBjT4" rel="nofollow">https://youtu.be/PH9q0HNBjT4</a> and <a href="https://youtu.be/yPfagLeUa7k" rel="nofollow">https://youtu.be/yPfagLeUa7k</a> (edit: just realised one is linked in the references, just under the real name rather than nick)
viraptor: 不同的方法,但如果有人;对波浪感兴趣;Acerola发布了一些关于海洋模拟的精彩视频(一如既往)<a href=“https:/;youtu.be/ PH9q0HNBjT4”rel=“nofollow”>https:"/;youtu.be;PH9q0HNBjT4</a>和<a href=“https:/;youtu.be/ yPfagLeUa7k”rel=“nofollow”>https:/;youtu.be;yPfagLeUa7k</a>(编辑:刚刚意识到一个链接在引用中,只是在真实姓名下,而不是昵称下)
btbuildem: It's interesting how hard this problem is. We've been trying for decades, and we're still in the uncanny valley with it.<p>If you freeze-frame this, the peaking waves look like snow-capped mountains. It feels unrealistic because for water to have features this sharp, it would have to be quite windy -- and the wind would never be blowing straight up. Here, the sharp features would need to be directional.<p>The simulation has the swell nature of the waves down pretty well though. There isn't as much horizontal movement, as more up-and-down, which is what you'd expect to see in open water.
btbuildem: 它;有趣的是,这个问题有多难;我们已经努力了几十年;如果你把它定格在画面中,那么最高的海浪看起来就像白雪皑皑的山脉。这感觉不切实际,因为水要有如此锋利的特征,就必须有很大的风——而且风永远不会直吹。在这里,尖锐的特征需要具有方向性<p> 不过,该模拟很好地模拟了波浪的涌浪特性。没有;与其说是水平移动,不如说是上下移动,这就是你所做的;我希望能在开阔的水域看到。