Show simple item record

dc.contributor.authorCords, Hilkoen_US
dc.contributor.authorStaadt, Oliveren_US
dc.contributor.editorEric Galin and Jens Schneideren_US
dc.date.accessioned2014-01-28T18:29:26Z
dc.date.available2014-01-28T18:29:26Z
dc.date.issued2009en_US
dc.identifier.isbn978-3-905674-11-8en_US
dc.identifier.issn1816-0867en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EG/DL/conf/EG2009/nph/035-042en_US
dc.description.abstractLarge bodies of water are an integral part of nature and, thus, are of high interest for interactive 3D applications, e.g., computer games and virtual environments. We present a new scheme for real-time wave simulation in large-scale water environments with physics-based object interaction. In addition to a fast and realistic liquid representation, our method focuses on the creation of plausible detailed waves caused by moving boats. We expand the well-known wave equation by applying it to moving grids to simulate an apparently limitless body of water. Additionally, we present a fast, particle-based boat simulation, which is coupled to water simulation. Importantly, most parts of our method can be implemented efficiently on GPUs. We demonstrate the visual realism and performance of our approach with several experiments using different boats and other floating objects, achieving high frame rates on a desktop PC.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-Time Open Water Environments with Interacting Objectsen_US
dc.description.seriesinformationEurographics Workshop on Natural Phenomenaen_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record