Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Realistic and interactive simulation of rivers
GI '06 Proceedings of Graphics Interface 2006
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 BreakingWaves for Shallow Water Simulations
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Fast Hydraulic Erosion Simulation and Visualization on GPU
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Screen space fluid rendering with curvature flow
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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
Hi-index | 0.00 |
Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers.