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)
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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
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
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
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
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Coupling an Eulerian fluid calculation to a Lagrangian solid calculation with the ghost fluid method
Journal of Computational Physics
Towards Real-Time Visual Simulation of Water Surfaces
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
IMPaSTo: a realistic, interactive model for paint
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Animating gases with hybrid meshes
ACM SIGGRAPH 2005 Papers
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
Simulation of smoke based on vortex filament primitives
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Hierarchical RLE level set: A compact and versatile deformable surface representation
ACM Transactions on Graphics (TOG)
Melting and Burning Solids into Liquids and Gases
IEEE Transactions on Visualization and Computer Graphics
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
Fluid animation with dynamic meshes
ACM SIGGRAPH 2006 Papers
Model reduction for real-time fluids
ACM SIGGRAPH 2006 Papers
The Visual Computer: International Journal of Computer Graphics
The simulation of fluid-rigid body interaction
ACM SIGGRAPH 2002 conference abstracts and applications
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Mode-splitting for highly detailed, interactive liquid simulation
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Two-way coupling of fluids to rigid and deformable solids and shells
ACM SIGGRAPH 2008 papers
Accurate tangential velocities for solid fluid coupling
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Motion field texture synthesis
ACM SIGGRAPH Asia 2009 papers
Interactive fluid-particle simulation using translating Eulerian grids
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Wave touch: educational game on interactive tabletop with water simulation
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
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 simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
Constraint-based simulation of interactions between fluids and unconstrained rigid bodies
Proceedings of the 25th Spring Conference on Computer Graphics
Detail-preserving rendering of free surface fluid with Lattice Boltzmann
Transactions on edutainment VI
Real-time open water environments with interacting objects
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
Closest point turbulence for liquid surfaces
ACM Transactions on Graphics (TOG)
Markov-Type Vector Field for endless surface animation of water stream
The Visual Computer: International Journal of Computer Graphics
Computational simulation of alternative photographic processes
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a new method for the real-time simulation of fluid surface waves and their interactions with floating objects. The method is based on the new concept of wave particles, which offers a simple, fast, and unconditionally stable approach to wave simulation. We show how graphics hardware can be used to convert wave particles to a height field surface, which is warped horizontally to account for local wave-induced flow. The method is appropriate for most fluid simulation situations that do not involve significant global flow. It is demonstrated to work well in constrained areas, including wave reflections off of boundaries, and in unconstrained areas, such as an ocean surface. Interactions with floating objects are easily integrated by including wave forces on the objects and wave generation due to object motion. Theoretical foundations and implementation details are provided, and experiments demonstrate that we achieve plausible realism. Timing studies show that the method is scalable to allow simulation of wave interaction with several hundreds of objects at real-time rates.