Scalable Real-Time Animation of Rivers
Computer Graphics Forum (Proceedings of Eurographics 2009), Volume 28, Number 2 - mar 2009
Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds
consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computation-
ally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism,
but causes specific issues: as the user is usually observing the world at close range, small scale details such as
waves and ripples are important. However, the large scale of the world makes classical methods impractical for
simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing
fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity
field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the
velocity field, and uniformly sampled in screen space.
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BibTex references
@Article\{YNBH09, author = "Yu, Qizhi and Neyret, Fabrice and Bruneton, Eric and Holzschuch, Nicolas", title = "Scalable Real-Time Animation of Rivers", journal = "Computer Graphics Forum (Proceedings of Eurographics 2009)", number = "2", volume = "28", month = "mar", year = "2009", note = "to appear", url = "http://artis.inrialpes.fr/Publications/2009/YNBH09" }