Real-Time Simulation of Water Streams      
       
  Water stream interaction with an object, rendered with shadow maps and custom shaders.
     
  Vertical streams, user controlled.
   

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ABSTRACT

Recent advances, and modern graphics hardware, have allowed for the possibility of fully interactive fluids without compromising dynamic and visual realism.
To achieve real time fluids, efficient techniques for both fluid dynamics and surface generation are needed. Marching cubes is the preferred method for the latter problem. We develop a novel polygonization technique by scan conversion of point-based data sets consisting of spheres that is more efficient than marching cubes, scales well with grid resolution, and produces similar 3D surfaces. Real time water streams are simulated and polygonized on the CPU, with shadows generated by the GPU. Comparisons are made to live video of water.

  Water interactions with surfaces and pools. Resting water is simulated using common wave grid methods.
     
  Lighting and camera interaction.
     
  Paint is simulated by changing surface color and resting liquid viscosity.
     
    Detail showing particles used in surface construction.