TY - GEN
T1 - Real-time breaking waves for shallow water simulations
AU - Thürey, Nils
AU - Müller-Fischer, Matthias
AU - Schirm, Simon
AU - Gross, Markus
PY - 2007
Y1 - 2007
N2 - We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today's commodity hardware.
AB - We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today's commodity hardware.
UR - http://www.scopus.com/inward/record.url?scp=46749111892&partnerID=8YFLogxK
U2 - 10.1109/PG.2007.54
DO - 10.1109/PG.2007.54
M3 - Conference contribution
AN - SCOPUS:46749111892
SN - 0769530095
SN - 9780769530093
T3 - Proceedings - Pacific Conference on Computer Graphics and Applications
SP - 39
EP - 46
BT - Proceedings - The Pacific Conference on Computer Graphics and Applications Pacific Graphics 2007, PG
T2 - 15th Pacific Conference on Computer Graphics and Applications, Pacific Graphics 2007, PG
Y2 - 29 October 2007 through 2 November 2007
ER -