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. :)Some other shots worth looking at:Some terrain I quickly whipped up based on this method, using Voxel Quest's actual generated map:
https://twitter.com/gavanw/status/589499986854838272Screenshot of the test scene, with median filter:
https://twitter.com/gavanw/status/590895532509265920Here is a short vid showing that it is in fact volumetric:
https://twitter.com/gavanw/status/590903499342229504A few basic tricks I use:A "macro" pass that ignores small, expensive to compute details.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).Supercover lines used for raymarching to precisely march through each cell.http://lifc.univ-fcomte.fr/home/~ededu/projects/bresenham/