The modelling of large waterfalls using string texture

Hugh Mallinder · The Journal of Visualization and Computer Animation · 1995

Abstract Particle systems have been extensively used for modelling fluid flow. But if a large number of particles are required, this can lead to unreasonably large amounts of memory usage. This is because the position and velocity is stored explicitly for each particle. Solid texture, on the other hand, stores parameters implicitly, by means of addressing small look‐up tables. This paper presents a method of implicitly storing particles, and illustrates its use with the modelling of large waterfalls.

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