A Particle-Guided Method for Animating Splashing Stream Water in Real Time
Su‐Ian Eugene Lei, Chun‐Fa Chang · 2008
Realistic water representation in computer graphics involves a number of simulation and rendering techniques. In the case of real-time rendering of water, such calculations need to be simplified in order to achieve an interactive frame-rate. In this work, we present a framework for rendering stream water, with focus on the effects of turbulent flow, splashing over irregular terrain and its interaction with dynamic rigid objects. Unlike similar particle-based methods where each particle in the system is visualized on screen, the particle system in our implementation serves as guidance to the final visual result. Its purpose is to detect the occurrences of splashing and turbulence. Our simulation is fast enough to achieve interactive frame-rate, and produces realistic splashing effects commonly observed in water streams.