65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.
65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.
65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.
65 536 particles. Rendered using surface Raycasting with Phong Shading + Cubemap reflection. Water drops are so big because I'm using small grid resolution for Raycasting (64x64x64). 21 FPS on Radeon HD 5850. Due to small time step this video is speeded up 3 times. 60 FPS would be natural for this simulation.