著者
舟橋 健司 フェルズ シドニー
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.10, no.3, pp.421-428, 2005

In this paper, we describe the method to express water wave and splash for virtual swimming as artwork; Swimming Across the Pacific. Our water simulation is based on the method in which the water surface is modeled as a thin film. For the sea surface plane waves, we use recurrence relations to solve the partial differential equation for the 2D wave as is standard practice. In this method, the sea surface is modeled as a mesh. We approximate the volume of the swimmer with bounding boxes to improve performance and determine when they intersect any of the water grids when they move. Then waves are then made and propagated. If the height is over a pre-defined threshold value and/or the swimming avatars motion interferes with waves, some particles are made in the air to simulate splashing.