A fast algorithm for particle simulations
Journal of Computational Physics
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A particle method and adaptive treecode for vortex sheet motion in three-dimensional flow
Journal of Computational Physics
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
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
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Vortex fluid for gaseous phenomena
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
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
Real-time BreakingWaves for Shallow Water Simulations
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
Synthetic turbulence using artificial boundary layers
ACM SIGGRAPH Asia 2009 papers
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Solving the Shallow Water equations using 2D SPH particles for interactive applications
The Visual Computer: International Journal of Computer Graphics
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
Incorporating stochastic turbulence in particle-based fluid simulation
The Visual Computer: International Journal of Computer Graphics
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In fluid animation, wake is one of the most important phenomena usually seen when an object is moving relative to the flow. However, in current shallow water simulation for interactive applications, this effect is greatly smeared out. In this paper, we present a method to efficiently synthesize these wakes. We adopt a generalized SPH method for shallow water simulation and two way solid fluid coupling. In addition, a 2D discrete vortex method is used to capture the detailed wake motions behind an obstacle, enriching the motion of SWE simulation. Our method is highly efficient since only 2D simulation is required. Moreover, by using a physically inspired procedural approach for particle seeding, DVM particles are only created in the wake region. Therefore, very few particles are required while still generating realistic wake patterns. When coupled with SWE, we show that these patterns can be seen using our method with marginal overhead. © 2012 Wiley Periodicals, Inc.