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dc.contributor.authorKellomäki, Timoen_US
dc.contributor.authorSaari, Timoen_US
dc.contributor.editorEric Galin and Michael Wanden_US
dc.date.accessioned2014-12-16T07:11:40Z
dc.date.available2014-12-16T07:11:40Z
dc.date.issued2014en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20141010en_US
dc.description.abstractHeightfield methods, such as the pipe method and shallow water equations (SWE), have often been used to simulate large areas of water. Of these, the SWE are often preferred due to being more realistic, but they are also more complex and demand more computational resources than the pipe method. These two methods were presented to over 40 subjects in both a gaming and a video context to see whether they report noticing the advantages of SWE compared to the pipe method. No significant differences were observed in any of the categories measured (hedonic valence, flow, spatial presence, realism). Therefore, at least considering using the pipe method instead of the SWE is recommended. Also, varying the time step between 5 and 20 ms did not affect the user experience.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realism Animationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modeling Physically Based Modeling K.8.0 [Personal Computing]en_US
dc.subjectGeneral Gamesen_US
dc.titleA User Study: Is the Advection Step in Shallow Water Equations Really Necessary?en_US
dc.description.seriesinformationEurographics 2014 - Short Papersen_US


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