Authors:
Masanori Sotozaki
1
;
Yoshinori Dobashi
2
and
Tsuyoshi Yamamoto
1
Affiliations:
1
Hokkaido University, Japan
;
2
Hokkaido University and JST CREST, Japan
Keyword(s):
Particle-based Simulation, Endless Animation, Water, Natural phenomena, River.
Related
Ontology
Subjects/Areas/Topics:
Animation and Simulation
;
Animation of Particle Systems
;
Computer Vision, Visualization and Computer Graphics
;
Physics-Based Animation
Abstract:
In this paper, we propose an efficient method for synthesizing water animation such as waterfall or rivers using particle-based simulation. Recently, physically based simulation has become a popular technique to create realistic animation of natural phenomena in many applications, e.g. commercial films, movies and games. Particularly, there is a growing demand on synthesizing realistic animation of fluids, such as water.
However, realistic fluid animation requires a high computational cost. Some applications requiring real time performances, such as games, cannot afford such a high computational cost. In this paper, we propose an efficient method for creating endless animations of water flow using particle data generated by fluid simulation. We store a set of dynamic particles in a database and use them repeatedly to produce endless animations.