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
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
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 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
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Real-Time 3D Fluid Simulation on GPU with Complex Obstacles
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
An improved study of real-time fluid simulation on GPU: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
Realistic and interactive simulation of rivers
GI '06 Proceedings of Graphics Interface 2006
Fast fluid dynamics simulation on the GPU
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time shallow water simulation on terrain
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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
Hi-index | 0.00 |
We present an optimization of the water column-based height-field approach of water simulation by reducing memory footprint and promoting parallel implementation. The simulation still provides three-dimensional fluid animation suitable for water flowing on irregular terrains, intended for interactive applications. Our approach avoids the creation and storage of redundant virtual pipes between columns of water, and removes output dependency for the parallel implementation. We show a GPU implementation of the proposed method that runs at near interactive frame rates with rich lighting effects on the water surface, making it efficient for water animation on natural terrains for Computer Graphics.