SPH Based Shallow Water Simulation

B. Solenthaler, P. Bucher, N. Chentanez, Matthias Müller, M. Gross
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引用次数: 45

Abstract

We present an efficient method that uses particles to solve the 2D shallow water equations. These equations describe the dynamics of a body of water represented by a height field. Instead of storing the surface heights using uniform grid cells, we discretize the fluid with 2D SPH particles and compute the height according to the density at each particle location. The particle discretization offers the benefits that it simplifies the use of sparsely filled domains and arbitrary boundary geometry. Our solver can handle terrain slopes and supports two-way coupling of the particle-based height field with rigid objects. An improved surface definition is presented that reduces visible bumps related to the underlying particle representation. It furthermore smoothes areas with separating particles to achieve better rendering results. Both the physics and the rendering are implemented on modern GPUs resulting in interactive performances in all our presented examples.
基于SPH的浅水模拟
提出了一种利用粒子求解二维浅水方程的有效方法。这些方程描述了用高度场表示的水体的动力学。与使用均匀网格单元存储表面高度不同,我们使用二维SPH粒子离散流体,并根据每个粒子位置的密度计算高度。粒子离散化的好处在于它简化了稀疏填充域和任意边界几何的使用。我们的求解器可以处理地形坡度,并支持基于粒子的高度场与刚性物体的双向耦合。提出了一种改进的表面定义,减少了与底层粒子表示相关的可见颠簸。它进一步平滑与分离粒子的区域,以实现更好的渲染结果。物理和渲染都是在现代gpu上实现的,从而在我们所有的示例中实现交互性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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