Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
Towards Real-Time Visual Simulation of Water Surfaces
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Extended Galilean invariance for adaptive fluid simulation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A fluid resistance map method for real-time haptic interaction with fluids
Proceedings of the ACM symposium on Virtual reality software and technology
Animation of open water phenomena with coupled shallow water and free surface simulations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
ACM SIGGRAPH 2007 papers
Mode-splitting for highly detailed, interactive liquid simulation
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Artist-directable real-time rain rendering in city environments
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Large bodies of water are an integral part of nature and, thus, are of high interest for interactive 3D applications, e.g., computer games and virtual environments. We present a new scheme for real-time wave simulation in large-scale water environments with physics-based object interaction. In addition to a fast and realistic liquid representation, our method focuses on the creation of plausible detailed waves caused by moving boats. We expand the well-known wave equation by applying it to moving grids to simulate an apparently limitless body of water. Additionally, we present a fast, particle-based boat simulation, which is coupled to water simulation. Importantly, most parts of our method can be implemented efficiently on GPUs. We demonstrate the visual realism and performance of our approach with several experiments using different boats and other floating objects, achieving high frame rates on a desktop PC.