This paper presents a method to simulate in real-time hydraulic erosion and sedimentation on a 3D soil represented by a triangular mesh. Applications include user-assisted terrain generation for computer-generated films and reverse engineering for geology. Our method achieves interactive performances by dynamically displacing vertices using CUDA and following physically-inspired principles to simulate realistic water streams and their interaction with soil and sediments. The mesh is generated in a preprocessing step to avoid degenerate cases in highly deformed areas. We present various results where landforms are progressively eroded to create visually plausible river beds.
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In this paper we address the problem of particle-based simulation of breaking waves. We present a new set of equations based on oceanographic research which allow us to deal with several types of breaking waves and multiple wave trains with full control over the governing parameters. Sprays are generated by explicitly computing sub-particle systems depending on the local motion caused by plunging. In order to reduce computations in non-significant areas, we also describe a simple and efficient multiresolution scheme based on the properties of our breaking wave model.
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