Real-time rendering of splashing stream water

Jun Wei Chang*, Su Ian Eugene Lei, Chun Fa Chang, Yu Jung Cheng

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

We present a real-time method to simulate and render the turbulent flow and splash of stream water over irregular terrain and with dynamic rigid objects. In order to achieve real-time frame rates, we adopt a GPU-based particle system to perform the simulation, which can simulate interaction between water and dynamic rigid object in real time. We use 2D metaballs with billboards to represent the 3D water surface. Our billboard rendering method does not possess the traditional clipping artifact. Although our proposed method is not a direct physical simulation, the results are empirically plausible and efficient, and especially suitable for interactive graphics application such as computer games.

Original languageEnglish
Title of host publicationProceedings - 3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007.
Pages337-340
Number of pages4
DOIs
Publication statusPublished - 2007
Event3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007 - Kaohsiung, Taiwan
Duration: 2007 Nov 262007 Nov 28

Publication series

NameProceedings - 3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007.
Volume1

Other

Other3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007
Country/TerritoryTaiwan
CityKaohsiung
Period2007/11/262007/11/28

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Signal Processing
  • Information Systems and Management

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