Interaction with Dynamic Large Bodies in Efficient, Real-Time Water Simulation

dc.contributor.authorKellomäki, Timo
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-01-31T09:17:26Z
dc.date.available2014-01-31T09:17:26Z
dc.date.issued2013
dc.description.abstractWater is an important part of nature. Interactively simulating large areas of flowing water would be a welcome addition to many virtual worlds, but the simulation is computationally demanding. Another problem is combining the simulation with rigid bodies, which are the most common interaction solution in virtual worlds. Heightfield water simulation is fast, but is especially hard to couple with rigid bodies: Usually water simply flows through the bodies. We propose a method that generalizes the extremely fast virtual pipe method to handle large, dynamic bodies. Our method diverts water around the objects. This enables us, for example, to dynamically build and destroy dams on rivers in a large virtual world.en
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.identifier.citationJournal of WSCG. 2013, vol. 21, no. 2, p. 117-126.en
dc.identifier.issn1213-6972 (Hardcopy)
dc.identifier.issn1213–6980 (CD-ROM)
dc.identifier.issn1213–6964
dc.identifier.urihttp://wscg.zcu.cz/WSCG2013/!_2013_J_WSCG-2.pdf
dc.identifier.urihttp://hdl.handle.net/11025/6973
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.rights.accessopenAccessen
dc.subjectpočítačová animacecs
dc.subjectpočítačové hrycs
dc.subjectvirtuální světycs
dc.subjectsimulace vodycs
dc.subject.translatedcomputer animationen
dc.subject.translatedcomputer gamesen
dc.subject.translatedvirtual worldsen
dc.subject.translatedwater simulationen
dc.titleInteraction with Dynamic Large Bodies in Efficient, Real-Time Water Simulationen
dc.typečlánekcs
dc.typearticleen
dc.type.statusPeer-revieweden
dc.type.versionpublishedVersionen

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