I went on with the implementation of fluid idea. For the time being there is a fixed velocity field (the inverse of a vortex: the far from the vortex, the stronger the flow) from which a weighted LIC blur is computed. The weight function is chosen so that it express the direction of the flow (i.e. the background follows the flow for a certain time, then gets back to its original position). A perlin noise texture is used as additional offset for the weight function, so that the "come back" happens at different time in different places.
There is a lot of space for parameter tuning. Although the bad quality, this video shows the idea:
giovedì 9 ottobre 2008
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