Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Smoothed particles: a new paradigm for animating highly deformable bodies
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 1999 conference on Graphics interface '99
3D game engine design: a practical approach to real-time computer graphics
3D game engine design: a practical approach to real-time computer graphics
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
Animating Flow Fields: Rendering of Oriented Line Integral Convolution
CA '97 Proceedings of the Computer Animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Better with bubbles: enhancing the visual realism of simulated fluid
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2005 Papers
Particle-based fluid-fluid interaction
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A unified lagrangian approach to solid-fluid animation
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
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
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
Porous flow in particle-based fluid simulations
ACM SIGGRAPH 2008 papers
A real time simulation and modeling of flood hazard
ICS'08 Proceedings of the 12th WSEAS international conference on Systems
A point-based method for animating incompressible flow
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time rendering of river networks
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
Water simulation methods for games: a comparison
Proceeding of the 16th International Academic MindTrek Conference
Markov-Type Vector Field for endless surface animation of water stream
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
Particle-based simulation and visualization of fluid flows through porous media
Journal of Visualization
A new SPH fluid simulation method using ellipsoidal kernels
Journal of Visualization
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In this paper we present interactive techniques for physics-based simulation and realistic rendering of rivers using Smoothed Particle Hydrodynamics. We describe the design and implementation of a grid-less data structure to efficiently determine particles in close proximity and to resolve particle collisions. Based on this data structure, an efficient method to extract and display the fluid free surface from elongated particle structures as they are generated in particle based fluid simulation is presented. The proposed method is far faster than the Marching Cubes approach, and it constructs an explicit surface representation that is well suited for rendering. The surface extraction can be implemented on the GPU and only takes a fraction of the simulation time step. It is thus amenable to real-time scenarios like computer games and virtual reality environments.