480 research outputs found

    Fast Hydraulic Erosion Simulation and Visualization on GPU

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    International audienceNatural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we present a new method to model the hydraulic erosion phenomenon which runs at interactive rates on today's computers. The method is based on the velocity field of the running water, which is created with an efficient shallow-water fluid model. The velocity field is used to calculate the erosion and deposition process, and the sediment transportation process. The method has been carefully designed to be implemented totally on GPU, and thus takes full advantage of the parallelism of current graphics hardware. Results from experiments demonstrate that our method is effective and efficient. It can create realistic erosion effects by rainfall and river flows, and produce fast simulation results for terrains with large sizes

    Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

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    International audienceAt large scale, landscapes result from the combination of two major processes: tectonics which generate the main relief through crust uplift, and weather which accounts for erosion. This paper presents the first method in computer graphics that combines uplift and hydraulic erosion to generate visually plausible terrains. Given a user-painted uplift map, we generate a stream graph over the entire domain embedding elevation information and stream flow. Our approach relies on the stream power equation introduced in geology for hydraulic erosion. By combining crust uplift and stream power erosion we generate large realistic terrains at a low computational cost. Finally, we convert this graph into a digital elevation model by blending landform feature kernels whose parameters are derived from the information in the graph. Our method gives high-level control over the large scale dendritic structures of the resulting river networks, watersheds, and mountains ridges

    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

    Flow hydrodynamics across open channel flows with riparian zones: implications for riverbank stability

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    Riverbank vegetation is of high importance both for preserving the form (morphology) and function (ecology) of natural river systems. Revegetation of riverbanks is commonly used as a means of stream rehabilitation and management of bank instability and erosion. In this experimental study, the effect of different riverbank vegetation densities on flow hydrodynamics across the channel, including the riparian zone, are reported and discussed. The configuration of vegetation elements follows either linear or staggered arrangements as vegetation density is progressively increased, within a representative range of vegetation densities found in nature. Hydrodynamic measurements including mean streamwise velocity and turbulent intensity flow profiles are recorded via acoustic Doppler velocimetry (ADV)—both at the main channel and within the riverbank. These results show that for the main channel and the toe of riverbank, turbulence intensity for the low densities (λ ≈ 0 to 0.12 m−1) can increase up to 40% compared the case of high densities (λ = 0.94 to 1.9 m−1). Further analysis of these data allowed the estimation of bed-shear stresses, demonstrating 86% and 71% increase at the main channel and near the toe region, for increasing densities (λ = 0 to 1.9 m−1). Quantifying these hydrodynamic effects is important for assessing the contribution of physically representative ranges of riparian vegetation densities on hydrogeomorphologic feedback

    Generation of Folded Terrains from Simple Vector Maps

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    International audienceWhile several terrain generation methods focused on plausible watersheds, the fact that most mountains should not be isolated but rather be part of wider scale mountain ranges was seldom considered. In this work, we present the first procedural method that generates folded terrains from simple user input, in the form of some sparse peak distribution on a vector map. The key idea is to infer possible continental plates from this distribution and to use simplified plate tectonics to generate relevant terrain folds. The resulting terrain with large-scale folds, computed in real-time, can be further refined using standard erosion simulation. This leads to detailed terrains with plausible mountain ranges that match the peak distributions and main rivers specified on simple vector maps

    Sediment transport rate-based model for rainfall-induced soil erosion

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    http://www.sciencedirect.com/science/article/B6VCG-4TP7HC2-1/2/2a6275ceb0176f80cedfb5efe5ef248

    A particle-based dissolution model using chemical collision energy

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    We propose a new energy-based method for real-time dissolution simulation. A unified particle representation is used for both fluid solvent and solid solute. We derive a novel dissolution model from the collision theory in chemical reactions: physical laws govern the local excitation of solid particles based on the relative motion of the fluid and solid. When the local excitation energy exceeds a user specified threshold (activation energy), the particle will be dislodged from the solid. Unlike previous methods, our model ensures that the dissolution result is independent of solute sampling resolution. We also establish a mathematical relationship between the activation energy, the inter-facial surface area, and the total dissolution time - allowing for accurate artistic control over the global dissolution rate while maintaining the physical plausibility of the simulation. We demonstrate applications of our method using a number of practical examples, including antacid pills dissolving in water and hydraulic erosion of non-homogeneous terrains. Our method is straightforward to incorporate with existing particle-based fluid simulations
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