Water Simulation using Wave Particles

When rendering large bodies of water in real-time an efficient method is required to model water waves. This thesis describes a method for real-time interactive generation of such waves. We use the wave particle method to describe wave propagation in a fluid medium. The method allows to simulate interactions of water with general shaped rigid bodies in real-time. We present a GPU implementation of the method and show results in scenarios such as open ocean waters or pools with water boundaries. Finally we compare the tested result to the wave propagation in a real life.

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