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International Journal of Computer Games Technology
Volume 2014, Article ID 580154, 12 pages
http://dx.doi.org/10.1155/2014/580154
Research Article

Rigid Body Interaction for Large-Scale Real-Time Water Simulation

Tampere University of Technology, P.O. Box 553, 33101 Tampere, Finland

Received 28 May 2014; Revised 27 September 2014; Accepted 15 November 2014; Published 14 December 2014

Academic Editor: Manuel M. Oliveira

Copyright © 2014 Timo Kellomäki. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing the water to interact with rigid bodies is essential for applications such as games, but traditional heightfield interaction methods concentrate on water-to-body effects by letting water flow through the bodies. We instead take an approach where the bodies block water. Our earlier method is improved in several ways, taking steps toward a single method to create both water-to-body and body-to-water effects. The new method is also visually compared to a traditional method by Thürey et al. A drawback of our method is that it has some grid aliasing artifacts that appear especially when the method is used for floating bodies. However, our method is demonstrated to work together with the Thürey method, which allows us to get the best of both worlds to simulate both floating and blocking bodies in a single scene. The method runs in real time for large areas of water even with a very limited GPU budget.