[[abstract]]We present a real-time method to simulate and render the turbulent flow and splash of stream water over irregular terrain and with dynamic rigid objects. In order to achieve real-time frame rates, we adopt a GPU-based particle system to perform the simulation, which can simulate interaction between water and dynamic rigid object in real time. We use 2D metaballs with billboards to represent the 3D water surface. Our billboard rendering method does not possess the traditional clipping artifact. Although our proposed method is not a direct physical simulation, the results are empirically plausible and efficient, and especially suitable for interactive graphics application such as computer games.[[fileno]]2030237030012[[department]...
Water is an important part of nature. Interactively simulating large areas of flowing water would be...
International audienceMany recent games and applications target the interactive exploration of reali...
Figure 1: Sample frames captured from our real-time simulation system (approximately 100,000 wave pa...
[[abstract]]Realistic water representation in computer graphics involves a number of simulation and ...
Real-time water-related phenomena play an important part in modern video games and interactive appli...
Despite recent advances in fluid animation, producing small-scale detail of turbulent water still re...
Creating realistic animations of water is a challenging problem in the field of computer graphics. T...
In this paper we present interactive techniques for physics-based simulation and realistic rendering...
Water is an important element in the nature. It is also often encountered in digital games and other...
The simulation of complex natural phenomena such as fire and water is a complicated problem and wit...
We present a new method for the animation and rendering of photo-realistic water effects. Our method...
In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model ...
Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing...
Fluids simulation particularly water courses such as riversare an important element to achieve reali...
Rendering realistic moving water is one of the key techniques that immerse the viewers into interact...
Water is an important part of nature. Interactively simulating large areas of flowing water would be...
International audienceMany recent games and applications target the interactive exploration of reali...
Figure 1: Sample frames captured from our real-time simulation system (approximately 100,000 wave pa...
[[abstract]]Realistic water representation in computer graphics involves a number of simulation and ...
Real-time water-related phenomena play an important part in modern video games and interactive appli...
Despite recent advances in fluid animation, producing small-scale detail of turbulent water still re...
Creating realistic animations of water is a challenging problem in the field of computer graphics. T...
In this paper we present interactive techniques for physics-based simulation and realistic rendering...
Water is an important element in the nature. It is also often encountered in digital games and other...
The simulation of complex natural phenomena such as fire and water is a complicated problem and wit...
We present a new method for the animation and rendering of photo-realistic water effects. Our method...
In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model ...
Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing...
Fluids simulation particularly water courses such as riversare an important element to achieve reali...
Rendering realistic moving water is one of the key techniques that immerse the viewers into interact...
Water is an important part of nature. Interactively simulating large areas of flowing water would be...
International audienceMany recent games and applications target the interactive exploration of reali...
Figure 1: Sample frames captured from our real-time simulation system (approximately 100,000 wave pa...