Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Toward interactive-rate simulation of fluids with moving obstacles using Navier-Stokes equations
Graphical Models and Image Processing
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Practical ray tracing of trimmed NURBS surfaces
Journal of Graphics Tools
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Phenomenological simulation of brooks
Proceedings of the Eurographic workshop on Computer animation and simulation
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Realistic Ray Tracing
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
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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
Interactive physically based fluid and erosion simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
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Water phenomena are some of the most visually spectacular effects found in nature. This paper presents an efficient hybrid method to model turbulent water such as fast flowing rivers and waterfalls with the intent that the model can be used as part of a larger environment or scene. The model presented uses hydrostatic theory to incorporate a 2D height field and a particle system to model respectively the main volume and spray of turbulent water. The user is able to submit any environment formed from spheres and panels making the solution very flexible and adaptable.A smooth representation of the water surface is obtained by fitting a uniform B-Spline surface to the height field. Foam, spray and other turbulent effects are represented by particles which are rendered as spheres or billboards. Our results show that the model provides a nearly realistic simulation of turbulent water and for simple scenes nearly interactive speeds are possible which compares favorably with alternative techniques. For non-interactive applications ray tracing can be used to obtain higher quality results.