The 4th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
Conference 12-15 December • Exhibition 13-15 December • Hong Kong Convention & Exhibition Centre |
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Tuesday 13 December | 11:00 - 11:50 | Room S221
We present recent progress in real-time water simulation on the GPU.
First, we will discuss a hybrid water simulation method that combines
height grid and particles. The grid-based shallow water solver can handle
arbitrary underlying terrain slope and water depth. Breaking waves, foams,
and splashes are represented by particles. Small scale waves are added
procedurally to enhance surface details. The method is demonstrated in
various scenes including a river flowing along a valley with big rocks, steep
cliffs, and waterfalls. We will then discuss a new 3D Eulerian liquid simulation
method that can generate even more realistic results albeit at a higher cost.
We introduce a specialized grid representation composed of regular cubic
cells on top of tall cells. With this layout, we can represent water without consuming excessive amounts of memory and computing power, and focus
efforts on the area near the surface where it matters most. Moreover, we
propose a specialized multi-grid algorithm for solving the Poisson equation
efficiently. We demonstrate the method in various scenarios such as a scene
with a big wave crashing into a lighthouse. We then conclude the session with
our thoughts on how to combine the two approaches for level-of-details.
Nuttapong Chentanez got his PhD in computer science from the University
of California, Berkeley. His dissertation was about interactive simulation of
surgical needle insertion and steering. He is now a research consultant for the
physics research group of NVIDIA. His main research interests include liquid
and deformable body simulation both for real-time and off-line applications.