Dagenais, FrancoisGuzman, JuliánVervondel, ValentinHay, AlexanderDelorme, SébastienMould, DavidPaquette, EricAndrews, Sheldon and Erleben, Kenny and Jaillet, Fabrice and Zachmann, Gabriel2018-04-232018-04-232018978-3-03868-059-8https://doi.org/10.2312/vriphys.20181067https://diglib.eg.org:443/handle/10.2312/vriphys20181067We propose an approach for real-time shallow water simulation, building upon the virtual pipes model with multi-layered heightmaps. Our approach introduces the use of extended pipes which resolve flow through fully-flooded passages, which is not possible using current multi-layered techniques. We extend the virtual pipe method with a physically-based viscosity model that is both fast and stable. Our viscosity model is integrated implicitly without the expense of solving a large linear system. The liquid is rendered as a triangular mesh surface built from a heightmap. We propose a novel surface optimization approach that prevents interpenetrations of the liquid surface with the underlying terrain geometry. To improve the realism of small-scale scenarios, we present a meniscus shading approach that adjusts the liquid surface normals based on a distance field. Our approach runs in real time on various scenarios of roughly 10 x 10 cm at a resolution of 0.5 mm, with up to five layers.Computing methodologiesPhysical simulationReal-Time Virtual Pipes Simulation and Modeling for Small-Scale Shallow Water10.2312/vriphys.2018106745-54