its really breath taking seeing that running on a GPU.
When I saw the bump mapped torus demo (and the cubicmapped sphere bubble, also awesome) that went with geforce 256 back in 2000, I became in interested in seeing how long it took for the tech in these demos to start making their way in to games on a bigger scale. Bump mapping (and later with normal mapping) could be seen, fullscale in games in 3 years after that incredible blinn bump mapped torus. (remember?)
I wonder how long before we see incredible large scale renderings with these complex smoke and water, marching cube effects, in a game?
I also wonder how difficult it would be to combine the calculation / rendering and interaction of such effects as these, with traditional real-time gaming environments and dynamic geometry?