Author :
Kim, Dong-young ; Lee, Joongho ; Park, Ji-Hyung ; Han, JungHyun
Author_Institution :
Korea Univ., Seoul, South Korea
Abstract :
This paper proposes a new algorithm to simulate fluid surface waves for real-time graphics applications. The external forces and object-interactions are described by a set of wave seeds. A wave seed is a physically-based wave model, which contains all information needed to present the waves. The wave seeds are stored into a texture, and the shader programs evaluate each wave seed for the sub-area of the height field affected by the wave seed. The evaluation results are accumulated into the height field, and finally the height field is rendered. The proposed algorithm implemented completely within GPU is quite fast, extremely memory-efficient, and is unconditionally stable.
Keywords :
computer graphic equipment; coprocessors; flow simulation; image texture; real-time systems; rendering (computer graphics); surface waves (fluid); GPU; external forces; fluid surface wave simulation; height field; object interaction; physically-based wave model; real-time graphics application; real-time rendering; shader programs; wave seeds; Computational modeling; Graphics processing unit; Mathematical model; Propagation; Real time systems; Rendering (computer graphics); Surface waves; fluid simulation; height field; real-time rendering;
Conference_Titel :
Multimedia and Expo (ICME), 2011 IEEE International Conference on
Conference_Location :
Barcelona
Print_ISBN :
978-1-61284-348-3
Electronic_ISBN :
1945-7871
DOI :
10.1109/ICME.2011.6012087