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Visual Computing@IST Austria
เข้าร่วมเมื่อ 25 เม.ย. 2018
Generalizing Shallow Water Simulations with Dispersive Surface Waves
Generalizing Shallow Water Simulations with Dispersive Surface Waves
Stefan Jeschke¹, Chris Wojtan²
¹ NVIDIA ² IST Austria
Paper Submission Video
Presented at ACM Siggraph 2023: s2023.siggraph.org/
Visit our project page: visualcomputing.ist.ac.at/publications/2023/GSWSDSW/
Abstract:
This paper introduces a novel method for simulating large bodies of water as a height field. At the start of each time step, we partition the waves into a bulk flow (which approximately satisfies the assumptions of the shallow water equations) and surface waves (which approximately satisfy the assumptions of Airy wave theory). We then solve the two wave regimes separately using appropriate state-of-the-art techniques, and re-combine the resulting wave velocities at the end of each step. This strategy leads to the first heightfield wave model capable of simulating complex interactions between both deep and shallow water effects, like the waves from a boat wake sloshing up onto a beach, or a dam break producing wave interference patterns and eddies. We also analyze the numerical dispersion created by our method and derive an exact correction factor for waves at a constant water depth, giving us a numerically perfect re-creation of theoretical water wave dispersion patterns.
Stefan Jeschke¹, Chris Wojtan²
¹ NVIDIA ² IST Austria
Paper Submission Video
Presented at ACM Siggraph 2023: s2023.siggraph.org/
Visit our project page: visualcomputing.ist.ac.at/publications/2023/GSWSDSW/
Abstract:
This paper introduces a novel method for simulating large bodies of water as a height field. At the start of each time step, we partition the waves into a bulk flow (which approximately satisfies the assumptions of the shallow water equations) and surface waves (which approximately satisfy the assumptions of Airy wave theory). We then solve the two wave regimes separately using appropriate state-of-the-art techniques, and re-combine the resulting wave velocities at the end of each step. This strategy leads to the first heightfield wave model capable of simulating complex interactions between both deep and shallow water effects, like the waves from a boat wake sloshing up onto a beach, or a dam break producing wave interference patterns and eddies. We also analyze the numerical dispersion created by our method and derive an exact correction factor for waves at a constant water depth, giving us a numerically perfect re-creation of theoretical water wave dispersion patterns.
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Our rapidly reusable moulding technology could decrease this cost further.
How have i missed this in my research
You guys don't happen to know about Fluid Flux in Unreal Engine?
That technique is better. Fluid Flex uses Shallow Water Equeation which can't handle wave interference.
That's amazing!
Thank
is there any way to create this in houdini? would really love to be able to use this!
Hi! Is this made in rhino or grasshopper? What commands are used to create such curves?
Very good job. How do you produce the animation of the fabrics? it is amazing.
My name is Sigmoid. Sigmoid Steepness.
They should simulate the fabric draping over two spheres.
You guys are awesome
goodjob
Interesting
I am super fascinated in the study! This really helps my personal studies too lately. Its really explained very well
Can anyone link to this simulation code, or any other similiar simulation code?
WOW
Incredible!
Are there any updates on support for non-heightfield terrain or the dynamic cage computation? This technology is critical for the future of dynamic voxel worlds.
Has anyone else tried to clone the repo from the project site to run MADYPG interactive app locally? I'm running into nothing but vcpkg errors due to the magnum submodule dependencies not being included :(
thank you so much for sharing this masterpiece! great work truly
this can change many games ... or generate new ones ... this one can add more realism to any real time simulation. HUGE WORK and accomplishment. well done and thank you for sharing this state of the ART.
Great work!
6:05 👀
Incredible!
2 min papers
two minute papers pog
Impressive!!!
Incredible work!! What a time to be alive!! 😄
two minute papers pog
i see you've held on to your papers
@@danisob3633 tightly too
That is amazing!!!!! Saw first at 2 minutes video. Your are doing an incredible job!!!!
Impressive work! And great explanation. It's such an elegant solution and high performance that I'm sure it will be adapted in video games in a short time. But also for all kinds of cloth simulation and rendering in animation it's a great boost, going down from hours and days to real time. What a huge leap forward!
Wow 😲 What a time to be alive!
Nice work!
I was sent from two minute papers, amazing stuff!
Перешел от Two Minute Papers. Браво!
Thank you for the amazing paper and great presentation !
Anyone know how to export the animation ?
For animations in the video and presentations, I only used OBS for recording my screen. There is only rudimentary and slow support for exporting geometry: pressing 'E' exports the current frame as triangulated yarns to an fbx file (MainApplication.cpp). You could consider implementing a faster export to a different binary format or even just of the yarn centerlines and loading those in e.g. Blender as curve control points.
@@georgsperl1622 I know E for exporting single frame..Problem is that nearly half of the yarn type will crash while exporting.
@@georgsperl1622 Curve into blender would be nice,would this be updated in the code ?.I am not really a coder to do that.
@@michaelwhite4810 I have added rudimentary npy export. Using alt+E it writes two npy files into the folder 'export'. In this folder you can also find a script to use in Blender for importing as nurbs. Note that this does not include any UV information, as blender doesn't do that for curves. And the fbx export with uvs is slightly better but might still crash. It's not perfect but I'm afraid that's all the time I can spend on this.
@@georgsperl1622 thank you! I’ll try this today.
Feels like there is a layer of latex on top of the water, or like boiled milk. But a great piece of tech!
there are so many applications for this!!! great algorithm
Neat. You could make this suitable in video games by doing something similar with textures instead of geometry. In other words, blend between different textures of the yarn, which are captured from the yarn simulation under different deformations. Then depending on the vertex positions, derive per-vertex blending weights for each of the possible texures. Something similar is done for wrinkle maps for face animations.
this is very cool, great work!
I'm really surprised how much research goes into yarn simulations, given their limited application in things like games, for instance.
For the entertainment industry you can look at Pixar's soul, for example, where yarns do get rendered explicitly. And in general there is huge interest in the clothing industry to predict shapes and mechanics of cloth, which depend quite non-trivially on the yarns.
@@georgsperl1622 Thanks!
Thanks, and it's so clear & nice animation!
Can we use that in our project?
unreal and unity3d ,both are there ,why dont you guys create a github project and share to the world? , who uses this standlone code and shaders ?
I'm not an expert, but transporting this glass to the building site must be a nightmare. One crack and you have to make the piece all over again. But the end result is spectacular. Great work.
but that's just how anything works, or are you implying that the cold bend glass is more fragile than the normal ones?
Isn’t the point of cold bent glass that it arrives to site planar? And it bent into the frame
This reminds me of when I would sit at the tail of the boat watching the waves as they gets pushed away by the engine
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