2013
DOI: 10.1007/s10055-013-0222-0
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Fast and stable simulation of virtual water scenes with interactions

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Cited by 13 publications
(6 citation statements)
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“…The time step is 20 ms. We have elected to benchmark our method by comparing it to our implementation of the interaction method of [11], which we find to be the most advanced of the real-time heightfield methods, especially when it comes to handling heavy and large bodies that can be submerged. Other heightfield methods such as [9,13,14] would look very similar to the Thürey et al method in our test cases with heavy objects, since none of these prevent water from passing through the bodies. For the floating objects, we do not claim that our method currently achieves a quality similar to any of the mentioned methods.…”
Section: Resultsmentioning
confidence: 94%
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“…The time step is 20 ms. We have elected to benchmark our method by comparing it to our implementation of the interaction method of [11], which we find to be the most advanced of the real-time heightfield methods, especially when it comes to handling heavy and large bodies that can be submerged. Other heightfield methods such as [9,13,14] would look very similar to the Thürey et al method in our test cases with heavy objects, since none of these prevent water from passing through the bodies. For the floating objects, we do not claim that our method currently achieves a quality similar to any of the mentioned methods.…”
Section: Resultsmentioning
confidence: 94%
“…The heightfield water-body interaction research has mostly concentrated on handling floating objects [8][9][10]14]. In these methods, the bodies are superimposed on the water, which makes buoyancy and drag almost trivial to calculate.…”
Section: Interaction With Solidsmentioning
confidence: 99%
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“…To increase the simulator efficiency in the simulation of marine environments, a migration from the osgOcean library to the faster and novel rendering method based on Graphics Processing Units (GPUs) proposed in [13] is planned.…”
Section: Discussionmentioning
confidence: 99%
“…The interaction mainly includes the ship wave and ship motion model. To simulate the ship wave, several approaches were tried, such as the moving grid with particle-based ship motion [36], Perfectly Matched Layers grid [37] and multi-LOD grid [38]. Additionally, Weerasinghe et al [39] combined the ship motion model with the geometry of the IFFT sea surface.…”
Section: Ocean Wave Rendering Based On the Gerstner Wave Modelmentioning
confidence: 99%