inria-00345903, version 1
Scalable Real-Time Animation of Rivers
Qizhi Yu
1Fabrice Neyret
a, 2Eric Bruneton
b, 1Nicolas Holzschuch
b, 2
Computer Graphics Forum 28, 2 (2009) 239-248
Résumé : 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 computation- ally 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.
- a – CNRS
- b – INRIA
- 1 : EVASION (INRIA Grenoble Rhône-Alpes / LJK Laboratoire Jean Kuntzmann)
- CNRS : UMR5224 – INRIA – Laboratoire Jean Kuntzmann – Institut National Polytechnique de Grenoble - INPG – Université Joseph Fourier - Grenoble I – Université Pierre Mendès-France - Grenoble II
- 2 : ARTIS (INRIA Grenoble Rhône-Alpes / LJK Laboratoire Jean Kuntzmann)
- CNRS : FR71 – INRIA – Laboratoire Jean Kuntzmann – CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Institut National Polytechnique de Grenoble - INPG
- Domaine : Informatique/Synthèse d'image et réalité virtuelle
- inria-00345903, version 1
- http://hal.inria.fr/inria-00345903
- oai:hal.inria.fr:inria-00345903
- Contributeur : Nicolas Holzschuch
- Soumis le : Mercredi 16 Décembre 2009, 18:31:02
- Dernière modification le : Mardi 13 Décembre 2011, 08:54:03












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