Abstract

We present the implementation details of our real-time simulation system explained in the SIGGRAPH 2007 paper, Wave Particles, and shown in the SIGGRAPH 2007 Computer Animation Festival under the same title. Figure 1 shows sample frames captured from our real-time simulation system. The method is based on the new concept of wave particles, which offers a simple, fast, and unconditionally stable approach to surface wave simulation of globally flowless fluids. We also developed a fast object interaction technique that connects our wave simulator to a rigid body simulation system for two-way interactions with the fluid (both object to fluid and fluid to object coupling). In this sketch, we elaborate on the implementation details of our approach and present how to use wave particles to achieve high-performance simulations of fluid surface waves and their interactions with floating objects on a standard PC.

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