Voxel Quest Fluid Dynamics and New Rendering Method
Author here - as mentioned I was not expecting this to get posted but I am happy to answer any questions or elaborate further.  For so long as I can stay awake at least. :)<p>Some other shots worth looking at:<p>Some terrain I quickly whipped up based on this method, using Voxel Quest's actual generated map:
<a href="https://twitter.com/gavanw/status/589499986854838272" rel="nofollow">https://twitter.com/gavanw/status/589499986854838272</a><p>Screenshot of the test scene, with median filter:
<a href="https://twitter.com/gavanw/status/590895532509265920" rel="nofollow">https://twitter.com/gavanw/status/590895532509265920</a><p>Here is a short vid showing that it is in fact volumetric:
<a href="https://twitter.com/gavanw/status/590903499342229504" rel="nofollow">https://twitter.com/gavanw/status/590903499342229504</a><p>A few basic tricks I use:<p>A "macro" pass that ignores small, expensive to compute details.<p>A "micro" pass that avoids texture reads but produces complex algorithmic textures (texture reads will KILL your performance in many cases because of cache invalidation).<p>Supercover lines used for raymarching to precisely march through each cell.<p><a href="http://lifc.univ-fcomte.fr/home/~ededu/projects/bresenham/" rel="nofollow">http://lifc.univ-fcomte.fr/home/~ededu/projects/bresenham/</a>