Another paper called 'Real-Time Simulation of Large Bodies of Water with Small Scale Details
' (you can find previous one, Wrinkle Meshes
) has arrived from Dr. Matthias Müller-Fischer
, PhysX SDK
research lead at Nvidia Switzerland.
Paper is decribing hybrid grid- and ' particle based fluid solver used in latest, and technically most impressive, demo from Nvidia ' Raging Rapids Ride
We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports wet-dry regions tracking. To treat open water scenes we introduce a method for handling non-reflecting boundary conditions. Regions of liquid that cannot be represented by the height field including breaking waves, water falls and splashing due to rigid and soft bodies interaction are automatically turned into spray, splash and foam particles.
The particles are treated as simple non-interacting point masses and they exchange mass and momentum with the height field fluid. We also present a method for procedurally adding small scale waves that are advected with the water flow. We demonstrate the effectiveness of our method in various test scene including a large flowing river along a valley with beaches, big rocks, steep cliffs and waterfalls.
We still hope that this solver will make it into next, 3.x release of PhysX SDK.
In addition, demonstrational video is available