Real Time Large Scale Fluids for Games
Daniel Kallin · 2008
This paper presents an implementation of a stable height-field fluid solver on non-uniform quadtree grids. Smoothing kernel interpolation allow one to use semi-Lagrangian advection on the nonuniform grid. A modification to the advection make it mass conserving. The non-uniform grid allow the model to run on a very tight cell budget with high frame rates even for arbitrary sized environments. Gravity acceleration is implemented as a modified explicit Euler step with upwind differencing. The differencing is based on a definition of a node neighbour which doesn’t require the neighbor to be a quadtree leaf. This solves the problems of hanging nodes inherent with quadtrees. This model is suitable for water propagating over height field terrains in interactive environments like video games.