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Scalable Real-Time Animation of Rivers

Qizhi Yu 1 Fabrice Neyret 2, * Eric Bruneton 1 Nicolas Holzschuch 2
* Corresponding author
1 EVASION - Virtual environments for animation and image synthesis of natural objects
Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology, LJK - Laboratoire Jean Kuntzmann, Inria Grenoble - Rhône-Alpes
2 ARTIS - Acquisition, representation and transformations for image synthesis
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology
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 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.
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Submitted on : Wednesday, December 16, 2009 - 6:31:02 PM
Last modification on : Thursday, November 19, 2020 - 1:00:23 PM
Long-term archiving on: : Monday, June 7, 2010 - 9:39:47 PM





Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch. Scalable Real-Time Animation of Rivers. Computer Graphics Forum, Wiley, 2009, Eurographics 2009, 28 (2), pp.239-248. ⟨10.1111/j.1467-8659.2009.01363.x⟩. ⟨inria-00345903⟩



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