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dc.contributor.authorSolenthaler, Barbaraen_US
dc.contributor.authorBucher, Peteren_US
dc.contributor.authorChentanez, Nuttapongen_US
dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorGross, Markusen_US
dc.contributor.editorJan Bender and Kenny Erleben and Eric Galinen_US
dc.date.accessioned2013-10-31T10:42:45Z
dc.date.available2013-10-31T10:42:45Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905673-87-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys11/039-046en_US
dc.description.abstractWe present an efficient method that uses particles to solve the 2D shallow water equations. These equations describe the dynamics of a body of water represented by a height field. Instead of storing the surface heights using uniform grid cells, we discretize the fluid with 2D SPH particles and compute the height according to the density at each particle location. The particle discretization offers the benefits that it simplifies the use of sparsely filled domains and arbitrary boundary geometry. Our solver can handle terrain slopes and supports two-way coupling of the particle-based height field with rigid objects. An improved surface definition is presented that reduces visible bumps related to the underlying particle representation. It furthermore smoothes areas with separating particles to achieve better rendering results. Both the physics and the rendering are implemented on modern GPUs resulting in interactive performances in all our presented examples.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling Physically Based Modeling; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Animation and Virtual Realityen_US
dc.titleSPH Based Shallow Water Simulationen_US
dc.description.seriesinformationWorkshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)en_US


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