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
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
Realistic animation of liquids
GI '96 Proceedings of the conference on Graphics interface '96
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Ocean Waves Synthesis Using a Spectrum-Based Turbulence Function
CGI '00 Proceedings of the International Conference on Computer Graphics
Interactive animation of ocean waves
Proceedings of the 2002 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
SCA '04 Proceedings of the 2004 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
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
Calligraphic video: a phenomenological approach to dense visual interaction
MM '09 Proceedings of the 17th ACM international conference on Multimedia
An efficient method for real-time ocean simulation
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Calligraphic Video: Using the Body's Intuition of Matter
International Journal of Creative Interfaces and Computer Graphics
Markov-Type Vector Field for endless surface animation of water stream
The Visual Computer: International Journal of Computer Graphics
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The goal of our work is to simulate the shape and variations of the water surface on non-turbulent brooks both efficiently and at very high resolution. In this paper, we treat only the shape and animation. We concentrate on the simulation of quasi-stationary waves and ripples in the vicinity of obstacles and banks, and more particularly, shockwaves. To achieve this, we rely on phenomenological laws such as the ones collected over the last two centuries in the field of hydrodynamics: most of the visually interesting phenomena (apart from turbulence) are known qualitatively and characterized in reasonably simplified situations. It is thus wasteful to run a full-range Navier-Stokes simulation for quiet flows when only qualitative results are needed. The complexity of the velocity field along the streambed and around the obstacles is taken into account by solving a simple Laplace equation, assuming a stationary irrotational non-compressible ideal 2D flow. We obtain a stationary solution of the surface waves, that we perturb in order to get a quasi-stationary brook simulation. This yields a real-time simulation of the fluid visible features.