Real-time rendering of splashing stream water

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

*此作品的通信作者

研究成果: 書貢獻/報告類型會議論文篇章

2 引文 斯高帕斯(Scopus)

摘要

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.

原文英語
主出版物標題Proceedings - 3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007.
頁面337-340
頁數4
DOIs
出版狀態已發佈 - 2007
事件3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007 - Kaohsiung, 臺灣
持續時間: 2007 11月 262007 11月 28

出版系列

名字Proceedings - 3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007.
1

其他

其他3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing, IIHMSP 2007
國家/地區臺灣
城市Kaohsiung
期間2007/11/262007/11/28

ASJC Scopus subject areas

  • 電腦網路與通信
  • 訊號處理
  • 資訊系統與管理

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