Sounding liquids: Automatic sound synthesis from fluid simulation
ACM Transactions on Graphics (TOG)
Wave touch: educational game on interactive tabletop with water simulation
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
A particle-based method for large-scale breaking waves simulation
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part I
Real-time shallow water simulation on terrain
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
A particle-based method for large-scale breaking wave simulation
Machine Graphics & Vision International Journal
Water simulation methods for games: a comparison
Proceeding of the 16th International Academic MindTrek Conference
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
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We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today's commodity hardware.