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Rigid Body Interaction for Large-Scale Real-Time Water Simulation

机译:刚体相互作用用于大规模实时水模拟

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Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing the water to interact with rigid bodies is essential for applications such as games, but traditional heightfield interaction methods concentrate on water-to-body effects by letting water flow through the bodies. We instead take an approach where the bodies block water. Our earlier method is improved in several ways, taking steps toward a single method to create both water-to-body and body-to-water effects. The new method is also visually compared to a traditional method by Thürey et al. A drawback of our method is that it has some grid aliasing artifacts that appear especially when the method is used for floating bodies. However, our method is demonstrated to work together with the Thürey method, which allows us to get the best of both worlds to simulate both floating and blocking bodies in a single scene. The method runs in real time for large areas of water even with a very limited GPU budget.
机译:通常使用高度场方法可以实时模拟大量水。在游戏等应用中,允许水与刚体进行交互是必不可少的,但是传统的高度场交互方法通过让水流过刚体来集中于水对身体的影响。我们取而代之的是身体挡水的方法。我们较早的方法在几个方面进行了改进,朝着单一方法迈出了一步,以创造水对身体和水对身体的效果。在视觉上也将新方法与Thürey等人的传统方法进行了比较。我们的方法的一个缺点是它具有一些网格混叠伪像,尤其是在将该方法用于浮体时会出现。但是,我们的方法被证明可以与Thürey方法一起使用,这使我们能够充分利用两个方面的优势,在单个场景中模拟浮体和块体。即使GPU预算非常有限,该方法也可以在大面积的水域中实时运行。

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