{"title":"Study on Spray Cloud Behavior Depending on Waterfall Height","authors":"N. Mukai, Yuka Sunaoshi, Youngha Chang","doi":"10.1109/NICOInt.2019.00028","DOIUrl":null,"url":null,"abstract":"In computer graphics applications, one of the most challenging issues is to visualize natural phenomena such as lighting, snowstorm, aurora, avalanche, rainbow, and so on. In order to visualize such phenomena naturally, it is required to simulate it precisely, and it is also very difficult to simulate liquid behavior because liquid can deform easily and also the boundary of it is very clear, while solid body does not deform largely and the boundary of gas is not so clear. Then, there are many studies related to liquid, especially water because water is the most familiar liquid to us. In water behavior, the most dynamic one is a waterfall, and there are some research to simulate and visualize waterfalls; however, most of them were not based on physical simulations, while some papers reported physical simulations on part of a waterfall instead of the whole behavior of it. Then, we have been investigating the physical model to simulate dynamic behavior of a waterfall, and to visualize it based on a particle simulation. The waterfall model is divided into three parts: water stream, splashing spray, and spray cloud. Since some real waterfalls have spray cloud rising up from the basin, we have devised the mechanism that generates spray cloud from the basin. However, there was not so much spray cloud generated on the basin. Then, we try to visualize much spray cloud generated on the basin by considering the initial velocity of water and also by changing the height of a waterfall.","PeriodicalId":436332,"journal":{"name":"2019 Nicograph International (NicoInt)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 Nicograph International (NicoInt)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NICOInt.2019.00028","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
In computer graphics applications, one of the most challenging issues is to visualize natural phenomena such as lighting, snowstorm, aurora, avalanche, rainbow, and so on. In order to visualize such phenomena naturally, it is required to simulate it precisely, and it is also very difficult to simulate liquid behavior because liquid can deform easily and also the boundary of it is very clear, while solid body does not deform largely and the boundary of gas is not so clear. Then, there are many studies related to liquid, especially water because water is the most familiar liquid to us. In water behavior, the most dynamic one is a waterfall, and there are some research to simulate and visualize waterfalls; however, most of them were not based on physical simulations, while some papers reported physical simulations on part of a waterfall instead of the whole behavior of it. Then, we have been investigating the physical model to simulate dynamic behavior of a waterfall, and to visualize it based on a particle simulation. The waterfall model is divided into three parts: water stream, splashing spray, and spray cloud. Since some real waterfalls have spray cloud rising up from the basin, we have devised the mechanism that generates spray cloud from the basin. However, there was not so much spray cloud generated on the basin. Then, we try to visualize much spray cloud generated on the basin by considering the initial velocity of water and also by changing the height of a waterfall.