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dc.contributor.authorPan, Zherongen_US
dc.contributor.authorHuang, Jinen_US
dc.contributor.authorTong, Yiyingen_US
dc.contributor.authorBao, Hujunen_US
dc.contributor.editorC. Bregler, P. Sander, and M. Wimmeren_US
dc.date.accessioned2015-02-28T08:13:20Z
dc.date.available2015-02-28T08:13:20Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03195.xen_US
dc.description.abstractIn fluid animation, wake is one of the most important phenomena usually seen when an object is moving relative to the flow. However, in current shallow water simulation for interactive applications, this effect is greatly smeared out. In this paper, we present a method to efficiently synthesize these wakes. We adopt a generalized SPH method for shallow water simulation and two way solid fluid coupling. In addition, a 2D discrete vortex method is used to capture the detailed wake motions behind an obstacle, enriching the motion of SWE simulation. Our method is highly efficient since only 2D simulation is required. Moreover, by using a physically inspired procedural approach for particle seeding, DVM particles are only created in the wake region. Therefore, very few particles are required while still generating realistic wake patterns. When coupled with SWE, we show that these patterns can be seen using our method with marginal overhead.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleWake Synthesis For Shallow Water Equationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 31-Issue 7
    Pacific Graphics 2012 - Special Issue

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