Scalable real-time animation of rivers.

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Bibliographic Details
Title: Scalable real-time animation of rivers.
Authors: Yu, Qizhi1, Neyret, Fabrice1, Bruneton, Eric1, Holzschuch, Nicolas1
Source: Computer Graphics Forum. Apr2009, Vol. 28 Issue 2, p239-248. 10p. 3 Color Photographs, 10 Diagrams, 1 Graph.
Subjects: Computer-aided imagery software, Rivers, Algorithms, Hydraulics, Waves (Physics), Real-time rendering (Computer graphics), Computer software
Abstract: Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computationally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism, but causes specific issues: as the user is usually observing the world at close range, small scale details such as waves and ripples are important. However, the large scale of the world makes classical methods impractical for simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the velocity field, and uniformly sampled in screen space. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Apr2009, Vol. 28 Issue 2, p239-248. 10p. 3 Color Photographs, 10 Diagrams, 1 Graph.
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  Data: <searchLink fieldCode="DE" term="%22Computer-aided+imagery+software%22">Computer-aided imagery software</searchLink><br /><searchLink fieldCode="DE" term="%22Rivers%22">Rivers</searchLink><br /><searchLink fieldCode="DE" term="%22Algorithms%22">Algorithms</searchLink><br /><searchLink fieldCode="DE" term="%22Hydraulics%22">Hydraulics</searchLink><br /><searchLink fieldCode="DE" term="%22Waves+%28Physics%29%22">Waves (Physics)</searchLink><br /><searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+software%22">Computer software</searchLink>
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  Data: Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computationally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism, but causes specific issues: as the user is usually observing the world at close range, small scale details such as waves and ripples are important. However, the large scale of the world makes classical methods impractical for simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the velocity field, and uniformly sampled in screen space. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1111/j.1467-8659.2009.01363.x
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      – Code: eng
        Text: English
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        PageCount: 10
        StartPage: 239
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      – SubjectFull: Computer-aided imagery software
        Type: general
      – SubjectFull: Rivers
        Type: general
      – SubjectFull: Algorithms
        Type: general
      – SubjectFull: Hydraulics
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      – SubjectFull: Waves (Physics)
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      – SubjectFull: Real-time rendering (Computer graphics)
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      – SubjectFull: Computer software
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      – TitleFull: Scalable real-time animation of rivers.
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            NameFull: Yu, Qizhi
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            NameFull: Neyret, Fabrice
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            NameFull: Bruneton, Eric
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            NameFull: Holzschuch, Nicolas
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            – D: 01
              M: 04
              Text: Apr2009
              Type: published
              Y: 2009
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