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Real-Time Interactive Fluid Animation Technique based on Linear Convolution


Hyun-Cheol Lee, Gyeong-Heon Kang, Eun-Seok Kim, Gi-Taek Hur


Vol. 8  No. 5  pp. 76-84


With the recent advancement in computer hardware performance, computer graphics technologies that yield realistic and fluid representation of water, fire, smoke, blaze and special effects have come to play important roles for producing movies, games, advertisements and animation. Although increasing computer processing capabilities enable real-time fluid simulation using complex fluid algorithms, realistic representation of water still requires substantial amounts of computation and production time, prompting needs for studies of various technologies for achieving balance between physical properties and realistic visual effects. This paper proposes a technique for real-time simulation of various physical transformations of water surface according to the interactions between water surface and objects using the height field, linear convolution and bounding sphere. The proposed approach is expected to be applicable in interactive simulations such as games that feature communication with the outside environment.


Simulation, Height field, Linear convolution, Water