dc.contributor.author | Neidhold, B. | en_US |
dc.contributor.author | Wacker, M. | en_US |
dc.contributor.author | Deussen, O. | en_US |
dc.contributor.editor | Pierre Poulin and Eric Galin | en_US |
dc.date.accessioned | 2014-01-27T17:04:10Z | |
dc.date.available | 2014-01-27T17:04:10Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 3-905673-29-0 | en_US |
dc.identifier.issn | 1816-0867 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/NPH/NPH05/025-032 | en_US |
dc.description.abstract | Realistically eroded terrain is a base of almost every outdoor visualization for simulators or computer games. In order to achieve convincing results physically based erosion algorithms are necessary. We present a new method that combines a non-expensive fluid simulation with an erosion algorithm. Both parts are running at interactive rates so the artist is able to influence the erosion process in real-time by changing simulation parameters or applying additional water to the scene. In this way, we support realism as well as design aspects during the terrain creation process. To simplify the three dimensional fluid simulation we use a newtonian physics approach that works on a two dimensional grid storing acceleration, velocity and mass. The method provides all features that are important for simulation of erosion e.g. moving, non-moving water (rivers, lakes) and evaporation. This allows us to support effects like dissolving, transportation and sedimentation of material in the erosion process. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Physically based modeling | en_US |
dc.title | Interactive physically based Fluid and Erosion Simulation | en_US |
dc.description.seriesinformation | Eurographics Workshop on Natural Phenomena | en_US |