Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Gerris: a tree-based adaptive solver for the incompressible Euler equations in complex geometries
Journal of Computational Physics
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
An improved study of real-time fluid simulation on GPU: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
Fluid animation with dynamic meshes
ACM SIGGRAPH 2006 Papers
Efficient animation of water flow on irregular terrains
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Simulation and interaction of fluid dynamics
The Visual Computer: International Journal of Computer Graphics
Solving general shallow wave equations on surfaces
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time BreakingWaves for Shallow Water Simulations
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
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When simulating movement of large area of fluid without much turbulence, we usually employ shallow water equations for better efficiency. However, when high details of large area of water surface are involved, how to show the detail of surface of fluid, and maintain high computation efficiency at the same time remains to be a challenging problem. In addition, if we want to simulate the interactions between water and complex terrain, the computation cost will be increased further. Enlightened by successful experiences of LOD techniques in modeling static terrain, we propose a novel method to simulate movement of large area of dynamic water on terrain. In the method, an adaptive technique based on the distance from view point to water surface and the difference of velocity gradient is proposed to determine the level of detail for rendering. With the method, the simulation efficiency is much improved.