Extending Wave Particles to Simulate Correct Obstacle Collisions and Wave Diffraction
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One common research area in computer graphics involves the real-time simulation of water surfaces. Uses of water simulation in movies or video games commonly include simulating large bodies of water, such as oceans or lakes. The size of these environments tends to make realistic animation by hand a nearly impossible task, driving the need for both realistic and computationally light simulation methods. Approaches taken to solve this problem include parametric representations of water surfaces, Eulerian grid-based approaches, and Lagrangian particle-based approaches. More recently, a method based on wave particles was proposed, offering a real-time, computationally light, and scalable technique to model wave simulation using modern graphics hardware. However, this method does not support correct behavior of wavefronts when colliding with the edge of obstacles, leading to too little or too much water being reflected off obstacles. In addition, this method also lacks the ability to model diffraction, the bending of surface waves when they approach an obstacle or slit. In this work, we propose extensions of the wave particle simulation to include splitting of wave particles to support more correct collision with obstacle edges, as well as surface wave diffraction. This extension aims to add a level of realism in environments where waves will interact with obstacles. We discuss the theory and implantation behind the extension of wave particle behaviors to simulate splitting at the edge of obstacles, as well as diffraction. In addition, studies show that the method maintains scalability of wave particles, allowing for large numbers of objects and wave particles to be simulated in real-time.
Taylor, Brennen Ray (2017). Extending Wave Particles to Simulate Correct Obstacle Collisions and Wave Diffraction. Undergraduate Research Scholars Program. Available electronically from