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dc.contributor.authorAmador, G.en_US
dc.contributor.authorGomes, A.en_US
dc.contributor.editorSilva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.en_US
dc.date.accessioned2021-06-18T07:47:45Z
dc.date.available2021-06-18T07:47:45Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-152-6
dc.identifier.urihttps://doi.org/10.2312/pt.20111139
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20111139
dc.description.abstractWater simulation, and more generically fluid simulation, is an important research topic in computer graphics. In 3D Eulerian Navier-Stokes-based water simulations, surface tracking and rendering are two delicate problems. The existing solutions to these problems (i.e., implicit surfaces-based approaches, height-fields, ray-tracing), are either to computationally intensive for real-time scenarios, or present bulge water surfaces (i.e., blobby water surfaces). In this paper, we propose a novel tracking algorithm for rendering water surfaces. Instead of tracking the flow of water using either level sets or height-fields, each cell of an 3D grid density value is directly measured in order to determine if it is either water, air, or water-air contact surface. The information in each cell is later used for the water surface splat rendering, using OpenGL vertex buffer objects.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.subjectPhysically based modeling
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.subjectBoundary representations
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.titleA Simple Surface Tracking Method for Physically-Based 3D Water Simulationsen_US
dc.description.seriesinformationV Ibero-American Symposium in Computer Graphics
dc.description.sectionheadersModeling and Simulation
dc.identifier.doi10.2312/pt.20111139
dc.identifier.pages127-133


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