飞溅
网格
解算器
地形
比例(比率)
计算机科学
规则网格
实时仿真
地质学
动量(技术分析)
计算科学
模拟
气象学
物理
大地测量学
经济
生物
程序设计语言
量子力学
生态学
财务
作者
Nuttapong Chentanez,Matthias Müller
出处
期刊:Symposium on Computer Animation
日期:2010-07-02
卷期号:: 197-206
被引量:73
标识
DOI:10.5555/1921427.1921457
摘要
We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports wet-dry regions tracking. To treat open water scenes we introduce a method for handling non-reflecting boundary conditions. Regions of liquid that cannot be represented by the height field including breaking waves, water falls and splashing due to rigid and soft bodies interaction are automatically turned into spray, splash and foam particles. The particles are treated as simple non-interacting point masses and they exchange mass and momentum with the height field fluid. We also present a method for procedurally adding small scale waves that are advected with the water flow. We demonstrate the effectiveness of our method in various test scene including a large flowing river along a valley with beaches, big rocks, steep cliffs and waterfalls. Both the grid and the particles simulations are implemented in CUDA. We achieve real-time performance on modern GPUs in all the examples.
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