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Fast Water Simulation Methods for Games

Tutkimustuotosvertaisarvioitu

Standard

Fast Water Simulation Methods for Games. / Kellomäki, Timo.

julkaisussa: Computers in Entertainment, Vuosikerta 16, Nro 1, 2, 01.12.2017.

Tutkimustuotosvertaisarvioitu

Harvard

Kellomäki, T 2017, 'Fast Water Simulation Methods for Games', Computers in Entertainment, Vuosikerta. 16, Nro 1, 2. https://doi.org/10.1145/2700533

APA

Kellomäki, T. (2017). Fast Water Simulation Methods for Games. Computers in Entertainment, 16(1), [2]. https://doi.org/10.1145/2700533

Vancouver

Kellomäki T. Fast Water Simulation Methods for Games. Computers in Entertainment. 2017 joulu 1;16(1). 2. https://doi.org/10.1145/2700533

Author

Kellomäki, Timo. / Fast Water Simulation Methods for Games. Julkaisussa: Computers in Entertainment. 2017 ; Vuosikerta 16, Nro 1.

Bibtex - Lataa

@article{74b3a2cd595e494799b6f1dcdf67cf4d,
title = "Fast Water Simulation Methods for Games",
abstract = "Easy-To-use physics engines have created a whole new source of emergence and fun for digital games.Water simulation could add another similar emergent interaction element in 3D games. Several barriers that prevent this step for games with large playing areas are analysed. One of the most important problems is howto couple the water and physics simulations. Our implementation of the extremely fast virtual pipe method is compared with more sophisticated solvers. Also, two different implementations of physics coupling are compared.",
keywords = "Fluid simulation, Games, Pipe method, Realtime, Rigid body coupling, Water simulation",
author = "Timo Kellom{\"a}ki",
year = "2017",
month = "12",
day = "1",
doi = "10.1145/2700533",
language = "English",
volume = "16",
journal = "Computers in Entertainment",
issn = "1544-3574",
publisher = "Association for Computing Machinery (ACM)",
number = "1",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Fast Water Simulation Methods for Games

AU - Kellomäki, Timo

PY - 2017/12/1

Y1 - 2017/12/1

N2 - Easy-To-use physics engines have created a whole new source of emergence and fun for digital games.Water simulation could add another similar emergent interaction element in 3D games. Several barriers that prevent this step for games with large playing areas are analysed. One of the most important problems is howto couple the water and physics simulations. Our implementation of the extremely fast virtual pipe method is compared with more sophisticated solvers. Also, two different implementations of physics coupling are compared.

AB - Easy-To-use physics engines have created a whole new source of emergence and fun for digital games.Water simulation could add another similar emergent interaction element in 3D games. Several barriers that prevent this step for games with large playing areas are analysed. One of the most important problems is howto couple the water and physics simulations. Our implementation of the extremely fast virtual pipe method is compared with more sophisticated solvers. Also, two different implementations of physics coupling are compared.

KW - Fluid simulation

KW - Games

KW - Pipe method

KW - Realtime

KW - Rigid body coupling

KW - Water simulation

U2 - 10.1145/2700533

DO - 10.1145/2700533

M3 - Article

VL - 16

JO - Computers in Entertainment

JF - Computers in Entertainment

SN - 1544-3574

IS - 1

M1 - 2

ER -