DocumentCode
470503
Title
Real-Time Rendering of Splashing Stream Water
Author
Chang, Jun-Wei ; Lei, Su Ian Eugene ; Chang, Chun-Fa ; Cheng, Yu-Jung
Author_Institution
Nat. Tsing Hua Univ., Tsing Hua
Volume
1
fYear
2007
fDate
26-28 Nov. 2007
Firstpage
337
Lastpage
340
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.
Keywords
mechanical engineering computing; rendering (computer graphics); turbulence; billboard rendering method; computer games; dynamic rigid object; interactive graphics application; irregular terrain; real-time rendering; splashing stream water; turbulent flow; Computational modeling; Computer graphics; Computer science; Computer simulation; Fluid dynamics; Real time systems; Rendering (computer graphics); Rivers; Surface reconstruction; Water resources;
fLanguage
English
Publisher
ieee
Conference_Titel
Intelligent Information Hiding and Multimedia Signal Processing, 2007. IIHMSP 2007. Third International Conference on
Conference_Location
Kaohsiung
Print_ISBN
978-0-7695-2994-1
Type
conf
DOI
10.1109/IIH-MSP.2007.255
Filename
4457558
Link To Document