We present an optimization of the water column-based heightfield approach of water simulation by reducing memory footprint and promoting parallel implementation. The simulation still provides three-dimensional fluid animation suitable for water flowing on irregular terrains, intended for interactive applications. Our approach avoids the creation and storage of redundant virtual pipes between columns of water, and removes output dependency for the parallel implementation. We show a GPU implementation of the proposed method that runs at near interactive frame rates with rich lighting effects on the water surface, making it efficient for water animation on natural terrains for Computer Graphics.
We present an optimization of the height-field water-column based approach for water simulation, providing three-dimensional animation of water flow on natural terrains. Our approach eliminates the storage and management of redundant virtual pipes between columns of water and also removes output dependency for parallel implementation, making it efficient for interactive computer graphics applications. We show a GPU implementation of the proposed method that runs at interactive frame rates with rich lighting effects on the water surface, including light wavelength dependent attenuation and light scattering.
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