|

Hair Meshes

Mesh Colors

Parameterization of Catmull-Rom Curves

Real-time Caustics from Height Fields

Dual Scattering Approximation

Wave Particles

Deep Opacity Maps

Hair Rendering with Global Illumination

Gradient Space Projection
|
|

This is a sample frame captured from our real-time simulation,
showing three boats in the open ocean.
The dynamic surface waves generated due to boat motion are simulated using wave particles.
In addition, boat motion is not scripted or animated, it is also simulated.
The forward motion of the boats is induced by the fluid-object interaction forces
acting on the rotating propellers of the boats.
Abstract
We present a new method for the real-time simulation of fluid surface
waves and their interactions with floating objects. The method
is based on the new concept of wave particles, which offers a simple,
fast, and unconditionally stable approach to wave simulation.
We show how graphics hardware can be used to convert wave particles
to a height field surface, which is warped horizontally to
account for local wave-induced flow. The method is appropriate
for most fluid simulation situations that do not involve significant
global flow. It is demonstrated to work well in constrained areas,
including wave reflections off of boundaries, and in unconstrained
areas, such as an ocean surface. Interactions with floating objects
are easily integrated by including wave forces on the objects and
wave generation due to object motion. Theoretical foundations and
implementation details are provided, and experiments demonstrate
that we achieve plausible realism. Timing studies show that the
method is scalable to allow simulation of wave interaction with several
hundreds of objects at real-time rates.
Images


This image is captured from our real-time pool simulation using wave particles.
Waves are generated by mouse click and drag.
Click on image to start/stop animation.

Here is another sample frame captured from our real-time simulation (simulation: 170 fps).
The boat motion is induced by the fluid-object interaction forces
acting on the rotating propeller, the boat body, and the joystick controlled rudder.

These are two more frames captured from our real-time open ocean simulation.
The image on the left has a single boat and 125 boxes (total 6,178 faces simulated)
and the simulation runs with 51 fps.
The image on the right has 24 boats and 147 boxes (total 11,328 faces simulated)
and the simulation runs with 38 fps.

This scene has over 1681 boats (295,856 faces), and the simulation runs with 4.8 fps.
Similar to the previous examples, motion of the boats is induced by fluid-object interaction
forces acting on the rotating propellers and rudders.
Click on the image to enlarge.

This scene has over 9261 boxes (444,528 faces), and the simulation runs about 1 fps.
The bottleneck in this scene is the rigid body simulation, not wave particle simulation
or fluid-object interaction.
Click on the image to enlarge.
Videos
This is SIGGRAPH2007 Computer Animation Festival video of Wave Particles.
It includes some new captures and clips from most of the videos below.
Download video (avi):
[High 17 MB]
[Low 8.4 MB]
(Requires divx codec.)
This video demonstrates a pool simulation with Wave Particles and real-time user interaction.
Download video (avi):
[5.6 MB]
(Requires divx codec.)
This is a comparison video between simulated fluid-object interaction and
a video footage of one of our wavetank experiments.
Download video (avi):
[0.7 MB]
(Requires divx codec.)
This video demonstrates a single boat with two propellers and two rudders
on a simulated open ocean.
The simulation runs with 135 fps on a GeForce 7900 GTX graphics card.
Download video (avi):
[2.1 MB]
(Requires divx codec.)
This video demonstrates waves generated by a single boat in an enclosed tank.
The simulation runs with 170 fps on a GeForce 7900 GTX graphics card.
Download video (avi):
[2.5 MB]
(Requires divx codec.)
Here is another open ocean video with 24 boats and 147 boxes.
The simulation runs with 38 fps on a GeForce 7900 GTX graphics card.
Download video (avi):
[1.6 MB]
(Requires divx codec.)
This is one of our offline scenes with over 1600 interacting boats.
The simulation runs with 4.8 fps on a GeForce 7900 GTX graphics card.
Download video (avi):
[2.8 MB]
(Requires divx codec.)
Here is another offline scene with over 9000 interacting boxes.
In this case, rigid body simulation becomes the bottleneck.
The simulation runs with 0.9 fps on a GeForce 7900 GTX graphics card.
Download video (avi):
[4.3 MB]
(Requires divx codec.)
Publications
|
|
Cem Yuksel, Donald H. House, and John Keyser
Wave Particles
Proceedings of SIGGRAPH 2007 (TOG), 26(3) 2007
[Preprint PDF]
[BibTeX]
© ACM, 2007. This is the author's version of the work. It is posted here by permission
of ACM for your personal use. Not for redistribution. The definitive version was
published in ACM Transactions on Graphics (Proceedings of SIGGRAPH 2007), {26,
3, 5 August 2007} http://doi.acm.org/10.1145/1275808.1276501
|
|
|
|
Cem Yuksel, Donald H. House, and John Keyser
Implementing Wave Particles for Real-Time Water Waves With Object Interaction
ACM SIGGRAPH 2007 Research Sketches, 2007
[PDF]
[slides]
[BibTeX]
|
|
 |
 |
 |
| ACM SIGGRAPH 2007 Research Posters |
|
|
Additional Resources
-
The details of the Silhouette Pyramid method for fast generation of wave particles
are explained in detail here.
|
|