Abstract
In this paper, we introduce a 2D particle-based approach to achieve realistic water surface behaviors for interactive applications. We formulate 2D particle-based Shallow Water equations using the Smoothed Particle Hydrodynamics. Particles defined with specific amount of water volume interplay with each other, which generates the horizon flow and the water surface motion. By the application of the particle-based Lagrangian framework to the 2D Shallow Water simulation, our method allows the water particles to move freely without being confined to a grid. The motion of the particles can represent global flow with dynamic waves covering a large area while avoiding extensive 3D fluid dynamics computation. The 2D particle-based Shallow Water equations are straightforward and computed fast with the GPU-based implementation. Experiments on a standard hardware demonstrate the performance of our approach which is running on the GPU, and the results show a realistic motion of the water surface at interactive rates.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
Amada, T., Imura, M., Yasumuro, Y., Manabe, Y., Chihara, K.: Particle-based fluid simulation on GPU. In: ACM Workshop on General-Purpose Computing on Graphics Processors, vol. 41, p. 42 (2004)
Ata, R., Soulaïmani, A.: A stabilized SPH method for inviscid shallow water flows. Int. J. Numer. Methods Fluids 47(2), 139–159 (2005)
Carlson, M., Mucha, P.J., Turk, G.: Rigid fluid: animating the interplay between rigid bodies and fluid. ACM Trans. Graph. 23(3), 377–384 (2004)
Chen, J.X., Lobo, N.D.V.: Toward interactive-rate simulation of fluids with moving obstacles using Navier–Stokes equations. Graph. Models Image Process. 57(2), 107–116 (1995)
Chen, J.X., Lobo, N.D.V., Hughes, C.E., Moshell, J.M.: Real-time fluid simulation in a dynamic virtual environment. IEEE Comput. Graph. Appl. 17(3), 52–61 (1997)
Clavet, S., Beaudoin, P., Poulin, P.: Particle-based viscoelastic fluid simulation. In: SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 219–228. ACM Press, New York (2005)
Cords, H.: Mode-splitting for highly detailed, interactive liquid simulation. In: GRAPHITE ’07: Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia, pp. 265–272 (2007)
de Leffe, M., Le Touzé, D., Alessandrini, B.: SPH modeling of shallow-water coastal flows. In: ICHD ’08: Proceedings of the 8th International Conference on Hydrodynamics (2008)
Enright, D., Marschner, S., Fedkiw, R.: Animation and rendering of complex water surfaces. ACM Trans. Graph. 21(3), 736–744 (2002)
Foster, N., Fedkiw, R.: Practical animation of liquids. In: SIGGRAPH ’01: Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, pp. 23–30 (2001)
Fournier, A., Reeves, W.T.: A simple model of ocean waves. SIGGRAPH Comput. Graph. 20(4), 75–84 (1986)
Gomez, M.: Interactive simulation of water surface. In: Deloura, M. (eds.) Game Programming Gems, pp. 187–194. Charles River Media, Boston (2000)
Green, S.: CUDA particles (2007). NVIDIA CUDA SDK v2.2
Hinsinger, D., Neyret, F., Cani, M.P.: Interactive animation of ocean waves. In: SCA ’02: Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 161–166. ACM Press, New York (2002)
Irving, G., Guendelman, E., Losasso, F., Fedkiw, R.: Efficient simulation of large bodies of water by coupling two and three dimensional techniques. ACM Trans. Graph. 25(3), 805–811 (2006)
Kass, M., Miller, G.: Rapid, stable fluid dynamics for computer graphics. In: SIGGRAPH ’90: Proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques, pp. 49–57 (1990)
Layton, A., van de Panne, M.: A numerically efficient and stable algorithm for animating water waves. Vis. Comput. 18(1), 41–53 (2002)
Liu, G.R., Liu, M.B.: Smoothed Particle Hydrodynamics: A Meshfree Particle Method. World Scientific, Singapore (2003)
Liu, M.B., Liu, G.R., Lam, K.Y.: Investigations into water mitigation using a meshless particle method. Shock Waves 12(3), 181–195 (2002)
Losasso, F., Gibou, F., Fedkiw, R.: Simulating water and smoke with an octree data structure. ACM Trans. Graph. 23(3), 457–462 (2004)
Losasso, F., Irving, G., Guendelman, E., Fedkiw, R.: Melting and burning solids into liquids and gases. IEEE Trans. Vis. Comput. Graph. 12(3), 343–352 (2006)
Losasso, F., Talton, J., Kwatra, N., Fedkiw, R.: Two-way coupled SPH and particle level set fluid simulation. IEEE Trans. Vis. Comput. Graph. 14(4), 797–804 (2008)
Mitchell, J.: Real-time synthesis and rendering of ocean water. Tech. rep., ATI Research Technical Report (2005)
Monaghan, J.J.: Smoothed particle hydrodynamics. Ann. Rev. Astron. Astrophys. 30(1), 543–574 (1992)
Müller, M., Charypar, D., Gross, M.: Particle-based fluid simulation for interactive applications. In: SCA ’03: Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 154–159. ACM Press, New York (2003)
Müller, M., Solenthaler, B., Keiser, R., Gross, M.: Particle-based fluid-fluid interaction. In: SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 237–244. ACM Press, New York (2005)
O’Brien, J.F., Hodgins, J.K.: Dynamic simulation of splashing fluids. In: CA ’95: Proceedings of the Computer Animation, p. 198. IEEE Computer Society, Los Alamitos (1995)
Paiva, A., Petronetto, F., Lewiner, T., Tavares, G.: Particle-based viscoplastic fluid/solid simulation. Comput. Aided Des. 41(4), 306–314 (2009)
Peachey, D.R.: Modeling waves and surf. In: SIGGRAPH ’86: Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques, pp. 65–74 (1986)
Premože, S., Tasdizen, T., Bigler, J., Lefohn, A., Whitaker, R.: Particle-based simulation of fluids. Comput. Graph. Forum 22(3), 401–410 (2003)
Rodriguez-Paz, M., Bonet, J.: A corrected smooth particle hydrodynamics formulation of the shallow-water equations. Comput. Struct. 83(17–18), 1396–1410 (2005)
Satish, N., Harris, M., Garland, M.: Designing efficient sorting algorithms for manycore GPUs. In: IPDPS ’09: Proceedings of the 23rd IEEE International Parallel and Distributed Processing Symposium, pp. 1–10 (2009)
Schneider, J., Westermann, R.: Towards real-time visual simulation of water surfaces. In: VMV ’01: Proceedings of the Vision Modeling and Visualization Conference 2001, pp. 211–218 (2001)
Stam, J.: Stable fluids. In: SIGGRAPH ’99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, pp. 121–128 (1999)
Takahashi, T., Fujii, H., Kunimatsu, A., Hiwada, K., Saito, T., Tanaka, K., Ueki, H.: Realistic animation of fluid with splash and foam. Comput. Graph. Forum 22(3), 391–400 (2003)
Tessendorf, J.: Interactive water surfaces. In: Kirmse, A. (ed.) Game Programming Gems4, pp. 265–274. Charles River Media, Boston (2004)
Thürey, N., Muller-Fischer, M., Schirm, S., Gross, M.: Real-time breaking waves for shallow water simulations. In: PG ’07: Proceedings of the 15th Pacific Conference on Computer Graphics and Applications, pp. 39–46 (2007)
Thürey, N., Rüde, U., Stamminger, M.: Animation of open water phenomena with coupled shallow water and free surface simulations. In: SCA ’06: Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 157–164. ACM Press, New York (2006)
Ts’o, P.Y., Barsky, B.A.: Modeling and rendering waves: wave-tracing using beta-splines and reflective and refractive texture mapping. ACM Trans. Graph. 6(3), 191–214 (1987)
Yuksel, C., House, D., Keyser, J.: Wave particles. ACM Trans. Graph. 26(3), 99 (2007)
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Lee, H., Han, S. Solving the Shallow Water equations using 2D SPH particles for interactive applications. Vis Comput 26, 865–872 (2010). https://doi.org/10.1007/s00371-010-0439-9
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00371-010-0439-9