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
ACM Transactions on Graphics (TOG)
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Toward interactive-rate simulation of fluids with moving obstacles using Navier-Stokes equations
Graphical Models and Image Processing
A fast level set method for propagating interfaces
Journal of Computational Physics
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A Level-Set Approach to 3D Reconstruction from Range Data
International Journal of Computer Vision
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A PDE-based fast local level set method
Journal of Computational Physics
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
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Ocean Waves Synthesis Using a Spectrum-Based Turbulence Function
CGI '00 Proceedings of the International Conference on Computer Graphics
Computational aspects of dynamic surfaces
Computational aspects of dynamic surfaces
IMPaSTo: a realistic, interactive model for paint
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Haptic interaction with fluid media
GI '04 Proceedings of the 2004 Graphics Interface Conference
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Animation and control of breaking waves
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A viscous paint model for interactive applications: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
Taming liquids for rapidly changing targets
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Level set and PDE methods for computer graphics
ACM SIGGRAPH 2004 Course Notes
Hierarchical RLE level set: A compact and versatile deformable surface representation
ACM Transactions on Graphics (TOG)
Dynamic Tubular Grid: An Efficient Data Structure and Algorithms for High Resolution Level Sets
Journal of Scientific Computing
The tar monster: creating a character with fluid simulation
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Growing up with fluid simulation on "The Day After Tomorrow"
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
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
Animation of open water phenomena with coupled shallow water and free surface simulations
Proceedings of the 2006 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
Solving general shallow wave equations on surfaces
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 papers
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Fluid flow on interacting deformable surfaces
ACM SIGGRAPH 2007 posters
Out-of-core and compressed level set methods
ACM Transactions on Graphics (TOG)
An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Real-time fluid simulation using discrete sine/cosine transforms
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Synthetic turbulence using artificial boundary layers
ACM SIGGRAPH Asia 2009 papers
Calligraphic video: a phenomenological approach to dense visual interaction
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Low viscosity flow simulations for animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Dynamic load balancing of Lattice Boltzmann free-surface fluid animations
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
A particle-based method for large-scale breaking waves simulation
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part I
Real-time shallow water simulation on terrain
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
An unconditionally stable fully conservative semi-Lagrangian method
Journal of Computational Physics
ACM SIGGRAPH 2011 papers
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
Guide shapes for high resolution naturalistic liquid simulation
ACM SIGGRAPH 2011 papers
Sketch-based Dynamic Illustration of Fluid Systems
Proceedings of the 2011 SIGGRAPH Asia Conference
Correcting low frequency impulses in distributed simulations
ACM SIGGRAPH 2011 Talks
Detail-preserving rendering of free surface fluid with Lattice Boltzmann
Transactions on edutainment VI
A particle-based method for large-scale breaking wave simulation
Machine Graphics & Vision International Journal
A geometric algorithm for snow distribution in virtual scenes
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
A new grid structure for domain extension
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Hybrid particle---grid fluid animation with enhanced details
The Visual Computer: International Journal of Computer Graphics
Efficient fluids simulation and rendering on GPU
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Interactive smoke simulation and rendering on the GPU
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Hi-index | 0.00 |
We present a new method for the efficient simulation of large bodies of water, especially effective when three-dimensional surface effects are important. Similar to a traditional two-dimensional height field approach, most of the water volume is represented by tall cells which are assumed to have linear pressure profiles. In order to avoid the limitations typically associated with a height field approach, we simulate the entire top surface of the water volume with a state of the art, fully three-dimensional Navier-Stokes free surface solver. Our philosophy is to use the best available method near the interface (in the three-dimensional region) and to coarsen the mesh away from the interface for efficiency. We coarsen with tall, thin cells (as opposed to octrees or AMR), because they maintain good resolution horizontally allowing for accurate representation of bottom topography.