A Study of Techniques in Water Simulation

Minor Project by Abhinav Golas and Akram Khan


Table of Contents

  1. Introduction
  2. Roadmap
  3. Progress
  4. Some results
  5. Resources Used
  6. References
  7. Interesting Links

Introduction

Fluid animation is a fascinating and challenging avenue of computer graphics today. There is large amount of research being done in these areas ranging from highly photorealistic rendering of fluids to their real time rendering and simulation. We are primarily interested in simulating and rendering various aspects of ocean waves like calm ocean waves, shallow water waves, huge tsunami class waves with water sprays etc.

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Roadmap

We are currently working on rudimentary implementations of ocean surface rendering methods. Our next step would to probe for interesting avenues for research.

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Progress

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Some Results

Videos of gerstner waves (created with 30 sine waves) and Velocity Perturbed Heightfields rendered using PovRay (mp4 videos)

Statistical WavesAkku+Gola

GerstnerAkku+Gola

More GerstnerAkku+Gola

Velocity Perturbed HeightfieldsAkku+Gola

Gerstner (old)

Mid term presentations

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Resources Used

The code for generating the Gerstner Wave and the FFT-based height fields has been written in Visual-C++ (Windows). We then use POVRAY to render these.

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References

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Interesting Links

Mind boggling...

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We reserve the right to set the reader's underwear on fire. Abhinav Golas and Akram Khan
Revised: 02/09/07.