Title: | Interaction with Dynamic Large Bodies in Efficient, Real-Time Water Simulation |
Authors: | Kellomäki, Timo |
Citation: | Journal of WSCG. 2013, vol. 21, no. 2, p. 117-126. |
Issue Date: | 2013 |
Publisher: | Václav Skala - UNION Agency |
Document type: | článek article |
URI: | http://wscg.zcu.cz/WSCG2013/!_2013_J_WSCG-2.pdf http://hdl.handle.net/11025/6973 |
ISSN: | 1213-6972 (Hardcopy) 1213–6980 (CD-ROM) 1213–6964 |
Keywords: | počítačová animace;počítačové hry;virtuální světy;simulace vody |
Keywords in different language: | computer animation;computer games;virtual worlds;water simulation |
Abstract: | Water 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. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | Volume 21, Number 2 (2013) |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Kellomaki.pdf | Plný text | 379,94 kB | Adobe PDF | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/6973
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.