Show simple item record

dc.contributor.authorBenes, Bedrichen_US
dc.contributor.editorJohn Dingliana and Fabio Ganovellien_US
dc.date.accessioned2014-02-01T06:58:12Z
dc.date.available2014-02-01T06:58:12Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-65-4en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys07/043-050en_US
dc.description.abstractWe present a new real-time hydraulic erosion simulation for Computer Graphics. In our system water runs over the surface and disintegrates the underlying layer of soil. The grit is simulated as a fluid with higher viscosity and moves on the ground of the water pool. When water evaporates, or the dissolved soil exceeds a critical level, the dissolved matter is deposited back on the ground for accumulation to occur. The grit motion as well as the water simulation are calculated by the shallow water simulation that is a 2D simplification of Navier-Stokes equations. This simulation has proven to be useful in many Computer Graphics applications because of the speed of calculation and the visual plausibility of the results. Our experiments show that the shallow water-based erosion is suitable for real-time simulation of a wide variety of phenomena including river and lake formation due to rain and evaporation, erosion of surfaces affected by a sudden splash of high level of water, mountain erosion, etc. The speed of simulation makes the algorithm suitable for real-time surface modeling and editing.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computational Geometry and Object Modeling]: Physically based modelingen_US
dc.titleReal-Time Erosion Using Shallow Water Simulationen_US
dc.description.seriesinformationWorkshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2007)en_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record