水流在不规则地形上的高效动画

M. Maes, T. Fujimoto, Norishige Chiba
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引用次数: 28

摘要

我们通过减少内存占用和促进并行实现,提出了一种基于水柱的水模拟高度场方法的优化。该模拟还提供了适合于不规则地形上水流的三维流体动画,用于交互式应用。我们的方法避免了在水柱之间创建和存储冗余的虚拟管道,并消除了并行实现的输出依赖。我们展示了该方法的GPU实现,该方法以接近交互的帧率运行,在水面上具有丰富的灯光效果,使其在计算机图形学的自然地形上高效地进行水动画。
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Efficient animation of water flow on irregular terrains
We present an optimization of the water column-based height-field approach of water simulation by reducing memory footprint and promoting parallel implementation. The simulation still provides three-dimensional fluid animation suitable for water flowing on irregular terrains, intended for interactive applications. Our approach avoids the creation and storage of redundant virtual pipes between columns of water, and removes output dependency for the parallel implementation. We show a GPU implementation of the proposed method that runs at near interactive frame rates with rich lighting effects on the water surface, making it efficient for water animation on natural terrains for Computer Graphics.
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