2d water ripple algorithm


I have Googled for it but there are no ready scripts - as opposed to the same effect on Flash. I have checked the algorithm on The Water Effect Explained and also tested an implementation of the Perlin Noisewhich provides a good simulation of the end of waves on a flat surface. This is targetting an interactive floor library, and I would enjoy moving away from Flash for this matter, particularly to avoid such easy reverse-engineering of the code - and yes, I know it could just use some ready-made flash code, but I would only use that as a last resort.

The culprit here is the code interface to pass a list of values that will be sent from an external interpreter tracker - not TUIO though via Python.

So the target is to at least have that coming from Python code. A good example, different from the Flash effect but that is still good is Water Simulation using Java applet.

After doing homework a. The chosen answer actually corroborates the fact I already feared that Pygame would never be macho enough for the job. One day later I went back to my previous ideas on development and came across Ogre3D.

It turns out that 1 Ogre3D and samples are open-source and 2 one of the examples is a 3-D water model that interacts with a moving object, exactly the same thing I tried to achieve in 2-D, but in a much more professional manner. Ogre3D pretty much wrapped it up. Water ripple effect, OpenGL which it may optionally use based on hardwareGame Engine and Python wrappers via Python-Ogre - so my answer to my own question.

The following using numpy might get you started. Has anyone seen a suitable implementation of this effect for Pygame using OpenGL or not? Asked By: leon.

Answered By: leon. Why isn't this code to plot a histogram on a continuous value Pandas column working? What is the difference between numpy. Convert python list with None values to numpy array with nan values.

Adding a shebang causes No such file or directory error when running my python script.This chapter describes a system for simulating and rendering large bodies of water on the GPU. The system combines geometric undulations of a base mesh with generation of a dynamic normal map. The system has proven suitable for real-time game scenarios, having been used extensively in Cyan Worlds' Uru: Ages Beyond Mystas shown in Figure Figure Tranquil Pond.

Real-time rendering techniques have been migrating from the offline-rendering world over the last few years. Fast Fourier Transform FFT techniques, as outlined in Tessendorfproduce incredible realism for sufficiently large sampling grids, and moderate-size grids may be processed in real time on consumer-level PCs. Voxel-based solutions to simplified forms of the Navier-Stokes equations are also viable Yann Although we have not yet reached the point of cutting-edge, offline fluid simulations, as in Enright et al.

By the time this chapter is published, FFT libraries will likely be available for vertex and pixel shaders, but as of this writing, even real-time versions of these techniques are limited to implementation on the CPU. At the same time, water simulation models simple enough to run on the GPU have been evolving upward as well.

Isidoro et al. Laeuchli presents a shader calculating surface height using three Gerstner waves. We start with summing simple sine functions, then progress to slightly more complicated functions, as appropriate. We also extend the technique into the realm of pixel shaders, using a sum of periodic wave functions to create a dynamic tiling bump map to capture the finer details of the water surface.

This chapter focuses on explaining the physical significance of the system parameters, showing that approximating a water surface with a sum of sine waves is not as ad hoc as often presented. We pay special attention to the math that takes us from the underlying model to the actual implementation; the math is key to extending the implementation.

This system is designed for bodies of water ranging from a small pond to the ocean as viewed from a cove or island. Although not a rigorous physical simulation, it does deliver convincing, flexible, and dynamic renderings of water. Because the system parameters do have a physical basis, they are easier to script than if they were found by trial and error. Making the system as a whole dynamic—in addition to its component waves—adds an extra level of life.The best example of what I am trying to achieve is: madebyevan.

Most of the tutorials speak how to simulate arbitrarily moving water but not water ripples. Did you already take a look at this? It discusses a simple pseudo code implementation of height map based water surfaces. First question: what is this? Is it to fill a map with arbitrary height values, so that I have initial non-calm water which I later on modify by:. Which means - add the average sum of all surrounding pixels, or vertices, and then subtract that of the center one.

This leads to simulating water, not simulating water ripple. That is why I wrote:. So, this and another several tutorials were the first I saw. Then read someone speaking about sinc and sombrero functions, which are actually fading sin in 1D or 2D respectively.

These are more close to what a math representation of a water ripple should look like. Probably, I should better read the tutorial becase this video illustrates the given heightfield effect: www. You initialize the height field with initial wave crests to propagate. The formula you quoted is for updating the height map each frame what generates the wave effects.

This does simulate water rippling. You apply the above formula each frame for propagating the waves. The waves are implicit in the height map values. Waves and ripples are an emergant propperty of the simulation. Those other things you mentioned actually work with explicit matematically representations of waves. Yes, it was the first thing to read. But as you start reading it you find the following: Initialize u[i,j] with interesting function First question: what is this?

That is why I wrote: Most of the tutorials speak how to simulate arbitrarily moving water but not water ripples.I am interested in the way that the surface of a body of water moves when agitated and would like to model this in software with a view to using the model to manipulate audio. I would like to know if anyone knows where I could find a mathematical model that I could adapt to use in my own code that would represent the movement of water.

I guess algorithms must exist as you see this sort of thing in the graphical modeling world. I am far from an expert, but from what I can see most olx karnataka modeling of things like water are done on a relatively atomistic level: hundreds of little noise generators attenuated in certain ways to produce the effect of water sound.

But you are less interested I guess in the modeling of the sound of water, and more on the changing geometry of a ripple, say, and how that can be harnessed. In this, one quick idea is to look at maybe some simple processing sketches and see how water ripples are simulated. I could very well imagine a dirty hack to that script where, after the ripples are generated, you read back those pixels created at every frame and somehow create osc messages out of them to send out where you like.

Just a thought! Looking forward to getting into it.

Drawing 2D Water Ripples in OpenGL with Java (JOGL)

Soundpipe has a physical model of a water droplet ported from csound. Can confirm that algorithm on hugo elias site gives very good results it even looks nice in 3d: water. I was thinking about drip. Perry cook did. Basically, you have some sort of excitation signal put through some kind of modal resonator bank.

Physical models and simulations, generally speaking, are very computationally expensive and tend not to work well in realtime environments. It is also not uncommon to throw a huge bunch of math trying to get something to be physically correct, only to have lackluster sounding results. Getting something to sound like a gleeful 8-year-old jumping through a puddle could be a whole other challenge in itself, touching on research topics ranging from physics to HCI.

Look into Navier-Stokes equations which are used for simulating fluid motion. Remember a guy in my class at uni used an N-S based to try and approximate the movement of hair in real time and all the simulated models went slowly bald over time. Physically plausible fluid simulations is certainly a topic that comes up a lot in visual effects and animation circles. The speed and art directability of these solvers may be of value in this context over true accuracy.

I searched the web for an implementation and found Arielcode which ironically is was written by someone I know. A high level background on fluid sims in the VFX industry references a bunch of people by name and presentations useful for further searching. Similar to Max, work in Houdini is done by building a node graph and it has a extremely wide array of tools - including some surprising things like:.

Thank you so much for all of these great contributions. The takeaways that have got me thinking so far are that there are several ways to approach a simulation and they are graphics focused. The problem outside of the simulation is how to translate the results from a 2d plane to audio in a meaningful and musical way. The ripple type algorithms mentioned early in the thread seem like a good place to start as there are obvious parallels with audio that can be applied.

There is a trigger event and movement over time for each ripple. My initial idea was to come out if this research with a set of M4L devices. Do you guys have any thoughts on how the stimulations could be applied in an audio context? I always like to think what are my possible inputs when transforming data into music and then what are my possible outputs and then make connections between them. For example in 2d water algorithm we can have such simple inputs:.

Good approach for the less mathematically savvy. Water Modelling Tech.I have Googled for it but there are no ready scripts - as opposed to the same effect on Flash. I have checked the algorithm on The Water Effect Explained and also tested an implementation of the Perlin Noisewhich provides a good simulation of the end of waves on a flat surface.

This is targetting an rock island 51577 floor library, and I would enjoy moving away from Flash for this matter, particularly to avoid such easy reverse-engineering of the code - and yes, I know it could just use some ready-made flash code, but I would only use that as a last resort.

In time: Flash effect sample: flash-effects. The culprit here is the code interface to pass a list of values that will be sent from an external interpreter tracker - not TUIO though via Python. So the target is to at least have that coming from Python code. Check this answer on stackoverflow. It is the same question, asked before posting it here.

Basically, the very core of it is that 1 Pygame isn't suited for the job, 2 OpenGL can do it easily, and 3 that Ogre3D has already provided that with the water demo and also 4 provides Python bindings via Python-Ogre. Pygame water ripple effect source words graphic-effects glsl opengl python pygame pygame. Description I have Googled for it but there are no ready scripts - as opposed to the same effect on Flash. Has anyone seen a suitable implementation of this effect for Pygame using OpenGL or not?

Solution Check this answer on stackoverflow. How do I create a chartjs bar chart? Learn more I Got It.The lerpColor function takes 3 parameters: The color to start at. August 17, You have a few options worth considering. My attempt to create fluid simulation using p5. JS lerpColor function. Other Information. Note: I've cleaned up the code and upgraded libraries, also created a local version that you can run on your computer.

Some are essential to the website functionality and allow you to manage an account and preferences. Dry leaves, dry bark, dry glass and any dry bits of wood are perfect to be used as tinder. First, I drew a pig with p5js editor. Drill and file the pots and saucers. Barkley's model outline interacting spirals and random waves large window Cellular automaton that mimics excitable medium.

Includes sand, water, steam, lots of things that burn, and plants that grow in weird patterns when watered. Implemented a sample sequencer with p5js. I want to know if there is a problem with the way I am drawing the water. Videos can be understood as a series of individual images; and therefore, many deep learning practitioners would be quick to treat video classification as performing image classification a total of N times, where N is the total number of frames in a video.

If we provide negative index -1 to it then it will remove the last item imx412 return it as a new array. The artwork of Tyler Hobbs, a practicing generative artist, creative coder, and painter, whose work has been featured in numerous exhibitions and has been collected around the world. The style which I used to draw the pig was similar with my self-portrait drawing style. Working on last exerciseextending the File Server to serve a website.

Random waves large window. Separate 6 jumper wires and solder them to the copper tape pads. Paint over the copper tape with conductive paint to include your own designs. View Code. Jared CC BY 2. Building the Interface. Imagine the noise function is like looking through a hole in a paper.

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Loads geometry into a variable of type PShape. Probably the boundaries are not defined correctly. Check out the Github repository. Back in September, I saw Microsoft release a really neat feature to their Office platform — the ability to be on a video conference call, blur the background, and have your colleagues only see you and not whatever is behind you. Arrange them on paper or board and stick. According to the brief description provided by the author, the watery effect is the result of the combination of two images: one being used as a displacement map for the second one.

The p5. An array is a variable that holds multiple values. Surface Tension Three different colored groups of particles with surface tension demonstrating attraction and color mixing. See more ideas about mirror photography, reflection photography, sci fi landscape. Published on Apr 12, You can also click your mouse.Skip to content. Star 2. Water ripple effect algorithm with numpy, pygame and cython MIT License. Branches Tags.

Could not load branches. Could not load tags. Latest commit. Git stats 89 commits. Failed to load latest commit information. Pure Python. View code. This page contains 3 different rendering methods. In the pure python method I am using two different techniques 1.

Iterating method Description : Iterating over all pixels values width x height and performing a blur on adjacent pixels Result : Slow method and not usable for real time rendering with python for screen dimension above x pixels!. Numpy arrays Description : Instead of going through all the pixels inside a loop and applying a blur for each pixels, the technique is to call separately the method numpy. Note that some adjustment might be needed once a compiler is install on your system, refer to external documentation or tutorial in order to setup this process.

About Water ripple effect algorithm with numpy, pygame and cython Topics algorithm distortion ripple-effect water-ripple. MIT License. Releases 2 New release v1. Dec 4, Packages 0 No packages published.

Ripple Tank Sim - Help

You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. 2D Ripple Algorithm I saw this on the famous Hugo Elias website (bouncy 2d graphics The basic algorithm works on two 2D tables. Algorithm: weika.eu://weika.eu 6. let cols, rows. I have been reading through a series of tutorials on 2D water and ripples. I would like to have some clarification on the algorithm, specifically.

weika.eu › codingtrain › sketches › tYXtzNSl. Algorithm: weika.eu://weika.eu 8. ​. 9. let cols. let rows. stream,class,challenge,codingtrain,code challenge,2d water,2d water ripple,2d water simulation,2d water effect,2d water processing,2d water algorithm. First of all. current = [[0]*cols]*rows previous = [[0]*cols]*rows. is not a 2 dimensional array. It generate a single list and than a outer. weika.eu › /06/19 › drawing-2d-water-ripples-in-opengl.

Then, following the algorithm from the article (1), set up a nested loop structure to update the animation. By adding up all the values around.

Water ripple effect and seabed distortion. New version. Install the program using setup_weika.eu Move your mouse cursor to create wavelets and sound. What do you mean exactly? The ripple effect and the 'water simulation' are one and the same, more or less, so it seems to me the algorithm. This is where refraction algorithm comes to the scene.

Basically water let light go through water and reflect what's under depending on the. We compare our method to iWave for scenarios which isolate reflection and diffraction (top) and refraction (bottom).

To highlight differ- ences, we show a 2D. In our research, we study the method of adding dynamic water ripple effects in 2D image on Web page, 3D animation and virtual reality. I tried it. Splashes (springs). As that tutorial mentions, the surface of water is like a wire: If you pull on some point of the wire, the points next to.

1.2 The Sum of Sines Approximation

Pygame water ripple effect. I have Googled for it but there are no ready scripts - as opposed to the same effect on Flash. I have checked the algorithm on. In short; for every position in a 2D array the algorithm looks in the surrounding 2D array positions for the float values, then applies some. I am doing my master's thesis and have chosen to implement water ripple effect.

which are actually fading sin in 1D or 2D respectively. I guess algorithms must exist as you see this sort of thing in the weika.eu My favorite water ripple algorithm that I was introduced to by Dan Shiffman drag your mouse to splash around.