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Real-Time Rendering of Splash in Stream Water
Thesis

Real-Time Rendering of Splash in Stream Water

Jun-Wei Chang
Masters, 國立清華大學, 資訊工程學系
2006

Abstract

粒子系統 變形球 告示板繪製技術 Particle System Metaball Billboard Rendering
The thesis presents a real-time method to simulate and render the turbulent flow and splash of stream water over irregular terrain and dynamic rigid objects. In order to achieve real-time frame rates, we adopt a GPU-based particle system to perform the simulation and exploit 2D metaballs with billboards to represent the 3D water surface. Besides, our billboard rendering method for splash surface does not possess the traditional clipping artifact. Although our proposed method is not a direct physical simulation, the results are empirically plausible and efficient, and especially suitable for interactive graphics application such as computer games.

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