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Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water

François Dagenais, Julián Guzmán, Valentin Vervondel, Alexander Hay, Sébastien Delorme, David Mould, and Eric Paquette,
VRIPHYS 2018 Workshop on Virtual Reality Interaction and Physical Simulation, Delft, The Netherlands, April 15-16, 2018.

 

Abstract

We propose an approach for real-time shallow water simulation, building upon the virtual pipes model with multi-layered heightmaps. Our approach introduces the use of extended pipes which resolve flow through fully-flooded passages, which is not possible using current multi-layered techniques. We extend the virtual pipe method with a physically-based viscosity model that is both fast and stable. Our viscosity model is integrated implicitly without the expense of solving a large linear system. The liquid is rendered as a triangular mesh surface built from a heightmap. We propose a novel surface optimization approach that prevents interpenetrations of the liquid surface with the underlying terrain geometry. To improve the realism of small-scale scenarios, we present a meniscus shading approach that adjusts the liquid surface normals based on a distance field. Our approach runs in real time on various scenarios of roughly 10x10 cm at a resolution of 0.5 mm with up to five layers.

Keywords

Fluid simulation, Viscosity, Virtual pipes, Surface Optimization, Multi-layer, Meniscus

BibTeX entry

@InProceedings{Dagenais:2018:VRIPHYS,
  author =       "Fran{\c{c}}ois Dagenais and Juli\'{a}n Guzm\'{a}n and Valentin Vervondel and Alexander Hay and S\'{e}bastien Delorme and David Mould and Eric Paquette",
  title =        "Real-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water",
  booktitle = {Proceeginds of VRIPHYS 2018 Workshop on Virtual Reality Interaction and Physical Simulation},
year = {2018}, publisher = {The Eurographics Association},
ISBN = {978-3-03868-059-8},
DOI = {10.2312/vriphys.20181067} }

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Pre-print version of the paper.

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