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dc.contributor.authorNeidhold, B.en_US
dc.contributor.authorWacker, M.en_US
dc.contributor.authorDeussen, O.en_US
dc.contributor.editorPierre Poulin and Eric Galinen_US
dc.date.accessioned2014-01-27T17:04:10Z
dc.date.available2014-01-27T17:04:10Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-29-0en_US
dc.identifier.issn1816-0867en_US
dc.identifier.urihttp://dx.doi.org/10.2312/NPH/NPH05/025-032en_US
dc.description.abstractRealistically 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.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Physically based modelingen_US
dc.titleInteractive physically based Fluid and Erosion Simulationen_US
dc.description.seriesinformationEurographics Workshop on Natural Phenomenaen_US


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