Chentanez, NuttapongMueller, MatthiasMZoran Popovic and Miguel Otaduy2014-01-292014-01-292010978-3-905674-27-91727-5288https://doi.org/10.2312/SCA/SCA10/197-206We 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. Both the grid and the particles simulations are implemented in CUDA. We achieve real-time performance on modern GPUs in all the examples.Categories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.5]: Computational Geometry and Object Modeling, Physically Based Modeling-Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism, Animation-Simulation and Modeling [I.6.8]: Type of Simulation, Animation;natural phenomena, physically based animationReal-time Simulation of Large Bodies of Water with Small Scale Details