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Realistic and interactive simulation of rivers
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Source ACM International Conference Proceeding Series; Vol. 137 archive
Proceedings of Graphics Interface 2006 table of contents
Quebec, Canada
SESSION: Animation table of contents
Pages: 41 - 48  
Year of Publication: 2006
ISBN ~ ISSN:0713-5424 , 1-56881-308-2
Authors
Peter Kipfer  Havok
Rüdiger Westermann  Technische Universität München
Sponsor
CHCCS : The Canadian Human-Computer Communications Society
Publisher
Canadian Information Processing Society  Toronto, Ont., Canada, Canada
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APPENDICES and SUPPLEMENTS
Supplemental video to "Realistic and interactive simulation of rivers"


ABSTRACT

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Peter Kipfer: colleagues
Rüdiger Westermann: colleagues