SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Fourier Synthesis of Ocean Scenes
IEEE Computer Graphics and Applications
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Toward interactive-rate simulation of fluids with moving obstacles using Navier-Stokes equations
Graphical Models and Image Processing
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Ocean Waves Synthesis Using a Spectrum-Based Turbulence Function
CGI '00 Proceedings of the International Conference on Computer Graphics
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient modeling and rendering of turbulent water over natural terrain
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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
Real-time simulations of bubbles and foam within a shallow water framework
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Solving general shallow wave equations on surfaces
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2007 papers
Real-time BreakingWaves for Shallow Water Simulations
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
Fluid Simulation
Screen space fluid rendering with curvature flow
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Predictive-corrective incompressible SPH
ACM SIGGRAPH 2009 papers
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time open water environments with interacting objects
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
Versatile rigid-fluid coupling for incompressible SPH
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Water simulation methods for games: a comparison
Proceeding of the 16th International Academic MindTrek Conference
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
Closest point turbulence for liquid surfaces
ACM Transactions on Graphics (TOG)
SPH with small scale details and improved surface reconstruction
Proceedings of the 27th Spring Conference on Computer Graphics
A two-continua approach to Eulerian simulation of water spray
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Markov-Type Vector Field for endless surface animation of water stream
The Visual Computer: International Journal of Computer Graphics
Hybrid particle---grid fluid animation with enhanced details
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.00 |
We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports wet-dry regions tracking. To treat open water scenes we introduce a method for handling non-reflecting boundary conditions. Regions of liquid that cannot be represented by the height field including breaking waves, water falls and splashing due to rigid and soft bodies interaction are automatically turned into spray, splash and foam particles. The particles are treated as simple non-interacting point masses and they exchange mass and momentum with the height field fluid. We also present a method for procedurally adding small scale waves that are advected with the water flow. We demonstrate the effectiveness of our method in various test scene including a large flowing river along a valley with beaches, big rocks, steep cliffs and waterfalls. Both the grid and the particles simulations are implemented in CUDA. We achieve real-time performance on modern GPUs in all the examples.