### Give a general idea of the problem you are trying to solve Now that we have a reasonable start on simulating fluid motion, we want to address two problems: 1. Our rendering, while it provides a reasonable approximation to the surface, isn't all that pretty. 2. Our memory requirements and rendering speed both are unreasonable. We would like to improve this. ### Give a specific goal of what you expect to achieve in the short term To solve these problems, we'd like to (respectively): 1. Construct a raytracer that takes in a scalar field and renders it (to show our fluid in a better light) 2. Possibly (if we have time) replace our current level set data structure with an octree ### Give a suggestion of the bigger picture: where would this go if you were successful and continued it for another 4-8 weeks While we don't know specifically, we'd love to attempt something novel. ### Give a rough idea of your plan of attack 1. Read the related octree papers, and understand how octrees would ultimately fit into our code 2. Figure out how raytracing scalar fields works, and implement it. 3. At the same time, analyze our memory requirements and further debug some issues in our code (like the fact that our liquid can still disappear if the water volume is pressed too thin.) 4. Octrees may help these issues. Implement them. ### What do you intend to read for this project Simulating Water and Smoke with an Octree Data Structure Something on raytracing scalar fields