FireDynamics / FireDynamics/VRSmokeVis
Volume time interpolation too limited
- Dominant language
- C++
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Description
Currently, time interpolation for volumes is done using only two timesteps interpolating linearly. This results in smooth interpolation between two timesteps, but leads to jumps after every timestep. Therefore, it might make sense to use more timesteps for interpolation.
Starting point: There are a few fundamental changes necessary for interpolation other than linear one. Currently, the raymarcher takes exactly two textures as input in the material. This number has to be increased. After that, more than two textures have to be loaded at a time as well. That has to be changed in the Simulation class so more textures get loaded and unloaded each update cycle. The interpolation itself has to be changed in the shader.
_Source/VRSmokeVis/Public/Actor/Simulation.h, Source/VRSmokeVis/Public/Actor/RaymarchVolume.h and Source/VRSmokeVis/Shaders/Private/RaymarchMaterialCommon.usf_
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