Interactive physically based Fluid and Erosion Simulation
Dateien
Datum
Autor:innen
Herausgeber:innen
ISSN der Zeitschrift
Electronic ISSN
ISBN
Bibliografische Daten
Verlag
Schriftenreihe
Auflagebezeichnung
URI (zitierfähiger Link)
DOI (zitierfähiger Link)
Internationale Patentnummer
Link zur Lizenz
Angaben zur Forschungsförderung
Projekt
Open Access-Veröffentlichung
Sammlungen
Core Facility der Universität Konstanz
Titel in einer weiteren Sprache
Publikationstyp
Publikationsstatus
Erschienen in
Zusammenfassung
Realistically eroded terrain is a base of almost every outdoor visualization for simulators or computer games. In order to achieve convincing results physically based erosion algorithms are necessary. We present a new method that combines a non-expensive fluid simulation with an erosion algorithm. Both parts are running at interactive rates so the artist is able to influence the erosion process in real-time by changing simulation parameters or applying additional water to the scene. In this way, we support realism as well as design aspects during the terrain creation process. To simplify the three dimensional fluid simulation we use a newtonian physics approach that works on a two dimensional grid storing acceleration, velocity and mass. The method provides all features that are important for simulation of erosion e.g. moving, non-moving water (rivers, lakes) and evaporation. This allows us to support effects like dissolving, transportation and sedimentation of material in the erosion process.
Zusammenfassung in einer weiteren Sprache
Fachgebiet (DDC)
Schlagwörter
Konferenz
Rezension
Zitieren
ISO 690
NEIDHOLD, B., M. WACKER, Oliver DEUSSEN, 2005. Interactive physically based Fluid and Erosion Simulation. Eurographics Workshop on Natural Phenomena, 2005. In: Eurographics Workshop on Natural Phenomena. 2005. Available under: doi: 10.2312/NPH/NPH05/025-032BibTex
@inproceedings{Neidhold2005Inter-6137, year={2005}, doi={10.2312/NPH/NPH05/025-032}, title={Interactive physically based Fluid and Erosion Simulation}, booktitle={Eurographics Workshop on Natural Phenomena}, author={Neidhold, B. and Wacker, M. and Deussen, Oliver} }
RDF
<rdf:RDF xmlns:dcterms="http://purl.org/dc/terms/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:bibo="http://purl.org/ontology/bibo/" xmlns:dspace="http://digital-repositories.org/ontologies/dspace/0.1.0#" xmlns:foaf="http://xmlns.com/foaf/0.1/" xmlns:void="http://rdfs.org/ns/void#" xmlns:xsd="http://www.w3.org/2001/XMLSchema#" > <rdf:Description rdf:about="https://kops.uni-konstanz.de/server/rdf/resource/123456789/6137"> <void:sparqlEndpoint rdf:resource="http://localhost/fuseki/dspace/sparql"/> <dspace:hasBitstream rdf:resource="https://kops.uni-konstanz.de/bitstream/123456789/6137/1/Interactive_physically_based_Fluid_and_Erosion_Simulation_2005.pdf"/> <bibo:uri rdf:resource="http://kops.uni-konstanz.de/handle/123456789/6137"/> <dcterms:issued>2005</dcterms:issued> <dc:rights>terms-of-use</dc:rights> <dcterms:rights rdf:resource="https://rightsstatements.org/page/InC/1.0/"/> <dspace:isPartOfCollection rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/36"/> <foaf:homepage rdf:resource="http://localhost:8080/"/> <dcterms:bibliographicCitation>First publ. as: Paper / Eurographics Workshop on Natural Phenomena, 2005</dcterms:bibliographicCitation> <dcterms:isPartOf rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/36"/> <dcterms:abstract xml:lang="eng">Realistically eroded terrain is a base of almost every outdoor visualization for simulators or computer games. In order to achieve convincing results physically based erosion algorithms are necessary. We present a new method that combines a non-expensive fluid simulation with an erosion algorithm. Both parts are running at interactive rates so the artist is able to influence the erosion process in real-time by changing simulation parameters or applying additional water to the scene. In this way, we support realism as well as design aspects during the terrain creation process. To simplify the three dimensional fluid simulation we use a newtonian physics approach that works on a two dimensional grid storing acceleration, velocity and mass. The method provides all features that are important for simulation of erosion e.g. moving, non-moving water (rivers, lakes) and evaporation. This allows us to support effects like dissolving, transportation and sedimentation of material in the erosion process.</dcterms:abstract> <dc:format>application/pdf</dc:format> <dcterms:available rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2011-03-24T16:09:46Z</dcterms:available> <dc:creator>Neidhold, B.</dc:creator> <dcterms:title>Interactive physically based Fluid and Erosion Simulation</dcterms:title> <dc:creator>Deussen, Oliver</dc:creator> <dcterms:hasPart rdf:resource="https://kops.uni-konstanz.de/bitstream/123456789/6137/1/Interactive_physically_based_Fluid_and_Erosion_Simulation_2005.pdf"/> <dc:date rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2011-03-24T16:09:46Z</dc:date> <dc:language>eng</dc:language> <dc:contributor>Wacker, M.</dc:contributor> <dc:contributor>Deussen, Oliver</dc:contributor> <dc:creator>Wacker, M.</dc:creator> <dc:contributor>Neidhold, B.</dc:contributor> </rdf:Description> </rdf:RDF>