7,229 research outputs found

    Interactive animation of ocean waves

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    Interactive animation of ocean waves

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    International audienceWe present an adaptive scheme for the interactive animation and display of ocean waves far from the coast. Relying on a procedural wave model, the method restricts computations to the visible part of the ocean surface, adapts the geometric resolution to the viewing distance and only considers the visible waves wavelengths. This yields real-time performances, even when the camera moves. The method allows the user to interactively fly over an unbounded animated ocean, which was not possible using previous approaches

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Real-time lattice boltzmann shallow waters method for breaking wave simulations

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    We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.Peer ReviewedPostprint (author's final draft

    The sea is your mirror

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    International audienceThe Sea Is Your Mirror is an artistic interactive experience where surface cerebral electromagnetic waves from a participant wearing an EEG sensor headset are depicted in real-time as ocean waves in an animated 3D environment. The aim of this article is to describe the sea wave model used for the sea state animation and how it is connected to the brain computer interface (BCI). The sea state is animated by the groupy choppy wave model that provides nonlinear sea states with wave groups and asymmetric wave shapes. The BCI maps the temporal spectrum of the electroencephalogram onto the elevation spectrum of the sea surface. The resulting setup enables the participant to fly over a dynamic sea state: a metaphor for conscious and unconscious neurofeedback

    Ipas : Interactive Phenomenological Animation of the Sea

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    International audienceNo current real time animation model of the sea simultaneously holds account of a heterogeneous water plane up to 10 km 2 with the local effects of breakings, winds, currents and shallow waters on wave groups, and this on all the wavelength scales, phenomena however essential so that maritime simulation could have meaning for sailors and remains physically believable for the eyes of oceanographers. We propose a new approach for the real time simulation of the sea: instead of numerically solving Navier-Stokes equations on a grid of points, we use oceanographical results both from theory and experiments for modeling autonomous entities, interacting in a multi agent system without any predefined grid. Our model ipas (Interactive Phenomenological Animation of the Sea) includes entities such as wave groups, active and passive breakings, local winds, shallow waters and currents. Some of the whole set of interactions are modeled

    Water wave animation via wavefront parameter interpolation

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    We present an efficient wavefront tracking algorithm for animating bodies of water that interact with their environment. Our contributions include: a novel wavefront tracking technique that enables dispersion, refraction, reflection, and diffraction in the same simulation; a unique multivalued function interpolation method that enables our simulations to elegantly sidestep the Nyquist limit; a dispersion approximation for efficiently amplifying the number of simulated waves by several orders of magnitude; and additional extensions that allow for time-dependent effects and interactive artistic editing of the resulting animation. Our contributions combine to give us multitudes more wave details than similar algorithms, while maintaining high frame rates and allowing close camera zooms

    How Digital Scenography and Images Affect the Visual Spectacle in a Site-Specific Choreographic Installation

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    The aims of the research project were to gain a better understanding of digital scenography, mainly in the field of dance as used by recent choreographers, to create an experimental, improvisatory dance performance. This was eventually entitled Απεραντοσύνη/ Vastness, and successfully staged in a non-theatre installation space at the Attic, University of Hertfordshire, on September 16, 2016. The three main research questions are: Can a narrative, as represented by images in a projected animation, be a chorographic tool? Is it possible to combine projected animation with projected interactive motion generated images successfully for developing improvisatory dance performances in non-theatre spaces? And if so, can this combination also be a choreographic tool? The thesis of the project is that firstly, despite the apparent lack of historical precedents, it would be possible to combine scripted animations and un-scripted interactively generated graphics successfully in a dance performance project, presenting a decorative and aesthetic enhancement to the visual spectacle of the performance. Secondly, that such use could also be identified as a valuable choreographic tool for the development of improvisatory dance performances in non-theatre spaces. This dissertation analyses the historical, theoretical and practical processes of developing Απεραντοσύνη/ Vastness. It concludes that all of the questions have been given positive answers and these support the thesis

    Meaningful Use of Animation and Simulation in the Science Classroom

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    Science classes should place a strong emphasis on incorporating educational technologies, such as animations, interactive computer programs and various other technologies into the classroom. The use of animations and computer based simulations throughout instruction increases student understanding and achievement (Rosen, 2009). The use of educational technology in the science classroom, not only helps with student understanding of content, but also positively impacts students’ engagement in lessons and their attitudes towards learning (Shu-Nu, Yau-Yuen & May, 2009). Studies have shown that instruction in a science classroom should incorporate students being actively engaged in the material in order for maximum achievement to occur. Students need to be able to take concepts from the science classroom and apply them to their everyday lives. Through the use of animations and simulations this connection can be bridged more effectively than through traditional instruction. The incorporation of computer animations and models provide enhancement and relevance to science learning. Incorporating more educational technology such as animations and computer-based simulations is of ever increasing importance because federal legislation mandates an emphasis on technology integration in all areas of K-12 education (U.S. Department of Education, 2002). Under this mandate, education leaders at the state and local levels are expected to develop plans to effectively utilize educational technologies, such as simulations in the classroom

    Fundamental solutions for water wave animation

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    This paper investigates the use of fundamental solutions for animating detailed linear water surface waves. We first propose an analytical solution for efficiently animating circular ripples in closed form. We then show how to adapt the method of fundamental solutions (MFS) to create ambient waves interacting with complex obstacles. Subsequently, we present a novel wavelet-based discretization which outperforms the state of the art MFS approach for simulating time-varying water surface waves with moving obstacles. Our results feature high-resolution spatial details, interactions with complex boundaries, and large open ocean domains. Our method compares favorably with previous work as well as known analytical solutions. We also present comparisons between our method and real world examples
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