Scalable real-time animation of rivers.
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| 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.) | |
| Database: | Engineering Source |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: egs DbLabel: Engineering Source An: 37138295 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Scalable real-time animation of rivers. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Yu%2C+Qizhi%22">Yu, Qizhi</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Neyret%2C+Fabrice%22">Neyret, Fabrice</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Bruneton%2C+Eric%22">Bruneton, Eric</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Holzschuch%2C+Nicolas%22">Holzschuch, Nicolas</searchLink><relatesTo>1</relatesTo> – Name: TitleSource Label: Source Group: Src 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. – Name: Subject Label: Subjects Group: Su 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> – Name: Abstract Label: Abstract Group: Ab 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] – Name: AbstractSuppliedCopyright Label: Group: Ab 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: BibEntity: Identifiers: – Type: doi Value: 10.1111/j.1467-8659.2009.01363.x Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 10 StartPage: 239 Subjects: – SubjectFull: Computer-aided imagery software Type: general – SubjectFull: Rivers Type: general – SubjectFull: Algorithms Type: general – SubjectFull: Hydraulics Type: general – SubjectFull: Waves (Physics) Type: general – SubjectFull: Real-time rendering (Computer graphics) Type: general – SubjectFull: Computer software Type: general Titles: – TitleFull: Scalable real-time animation of rivers. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Yu, Qizhi – PersonEntity: Name: NameFull: Neyret, Fabrice – PersonEntity: Name: NameFull: Bruneton, Eric – PersonEntity: Name: NameFull: Holzschuch, Nicolas IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Text: Apr2009 Type: published Y: 2009 Identifiers: – Type: issn-print Value: 01677055 Numbering: – Type: volume Value: 28 – Type: issue Value: 2 Titles: – TitleFull: Computer Graphics Forum Type: main |
| ResultId | 1 |