Abstract

We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012. http://minecraft.gamepedia.com/Liquid ), thus providing a dynamic and realistic fluid simulation in a voxel environment. An assessment of existing simulators and voxel engines is investigated, and an efficient real-time method to integrate optimized fluid simulations with voxel-based rasterisation on graphics hardware is demonstrated. We compare graphics processing unit (GPU) computer processing for a well-known incompressible fluid advection method with recent results on geometry shader-based voxel rendering. The rendering of visibility-culled voxels from fluid simulation results stored intermediately in CPU memory is compared with a novel, entirely GPU-resident algorithm.

Highlights

  • Voxel-based games such as Minecraft (2012) have become increasingly popular

  • We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012. http://minecraft. gamepedia.com/Liquid), providing a dynamic and realistic fluid simulation in a voxel environment

  • The rendering of visibility-culled voxels from fluid simulation results stored intermediately in CPU memory is compared with a novel, entirely graphics processing unit (GPU)-resident algorithm

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Summary

Introduction

Voxel-based games such as Minecraft (2012) have become increasingly popular. The fluid in such games is usually simulated and rendered in simplistic fashion, and is seldom characterised by realistic dynamics. Fluids such as water are programmed in several different ways in voxel engines. The most commonly used method in voxel-based engines is cellular automaton, which consists of prescribed operations on a regular grid of cells. Each cell can adopt a finite number of states, and rules define the behavior of the fluid.

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