Title :
Height-field fluids for computer graphics
Author_Institution :
Apple Computer Inc., Cupertino, CA, USA
Abstract :
The author presents a novel method for animating water based on a simple, rapid, and stable solution of a set of partial differential equations resulting from an approximation to the shallow water equations. The approximation gives rise to a version of the wave equation on a height field where the wave velocity is proportional to the square root of the depth of the water. The resulting wave equation is then solved with an alternating-direction implicit method on a uniform finite-difference grid. The computational work required for an iteration consists mainly of solving a simple tridiagonal linear system for each row and column of the height field. A single iteration per frame suffices in most cases for convincing animation. Unlike previous models, the proposed method handles wave reflections, net transport of water, and boundary conditions with changing topology
Keywords :
computer animation; geophysical fluid dynamics; geophysics computing; iterative methods; ocean waves; partial differential equations; surface waves (fluid); alternating-direction implicit method; boundary conditions; changing boundary topology; computer graphics; finite-difference grid; height-field fluids; iteration per frame; partial differential equations; shallow water equations; tridiagonal linear system; water depth; wave equation; wave reflections; wave velocity; Animation; Boundary conditions; Computational modeling; Computer graphics; Differential equations; Drives; Finite difference methods; Partial differential equations; Reflection; Topology;
Conference_Titel :
Simulation Conference, 1991. Proceedings., Winter
Conference_Location :
Phoenix, AZ
Print_ISBN :
0-7803-0181-1
DOI :
10.1109/WSC.1991.185742