Return-Path: ftp@kohler.CS.Berkeley.EDU Received: from hofmann.CS.Berkeley.EDU (hofmann.CS.Berkeley.EDU [128.32.35.123]) by coons.CS.Berkeley.EDU (8.8.3/8.8.2) with SMTP id NAA15754 for ; Mon, 14 Apr 1997 13:42:02 -0700 Received: from kohler.CS.Berkeley.EDU (kohler.CS.Berkeley.EDU [128.32.35.31]) by hofmann.CS.Berkeley.EDU (8.6.11/8.6.6.Beta11) with ESMTP id NAA06253 for ; Mon, 14 Apr 1997 13:42:00 -0700 Received: (from ftp@localhost) by kohler.CS.Berkeley.EDU (8.8.3/8.6.9) id NAA18794 for ddgarcia@cs; Mon, 14 Apr 1997 13:41:59 -0700 (PDT) Date: Mon, 14 Apr 1997 13:41:59 -0700 (PDT) From: CS Anonymous FTP Message-Id: <199704142041.NAA18794@kohler.CS.Berkeley.EDU> To: ddgarcia@cs.Berkeley.EDU Subject: WWW form from luthuli.cs.berkeley.edu PROJECT_STATUS01_NAME1=Stephen Chenney PROJECT_STATUS02_NAME2= PROJECT_STATUS03_NAME3= PROJECT_STATUS04_TITLE=A Real-tiem Ocean Around the Virtual Fun Park. PROJECT_STATUS05_DESCR=The virtual fun park environment has been developed to demonstrate techniques for managing dynamics state in large, complex virtual environments. Currently the park sits on an island in the middle of a still pond, and all the dynamical systems studied are man-made. The aim of this project is to add a real-time ocean around the island. A range of models have previously been published for modelling the ocean, ranging from the generation of ship wakes using lines to full finite-difference fluid flow simulation for modelling mixing and flow around obstacles. None of these models is alone sufficient for a real-time ocean simulation, either because the visual quality is not good enough, or the computational cost is too high. However, by mixing models at different levels of detail and simulation quality, and by culling the dynamics for regions that are not in view, the computational cost can be manipulated to ensure quality where it is required and speed where quality is not important. However, the use of mixed models and the culling of dynamics is a largely unexplored field, and it is here that the interesting research problems lie. PROJECT_STATUS06_WDONE=I have read several papers on different ocean simulation techniuqes. None of the techniques are directly applicable as described in the paper. However, with modifications they will be useful. I have coded small example sessions from two of the papers. One uses a finite-difference solution to the 2d Navier-Stokes equations, resulting in high quality fluid flow. However, it is computationally expensive, and appears to be unstable over long time periods. I am yet to investigate methods for improving stability. The other technique uses explicit equations of motion for particles of water, expressed as a function of time and the base position of the wave. This produces suitable waves for large open stretches of water, and can be manipulated to take depth and wave breaking into account. However it cannot deal with reflection of waves off a sea wall, which will be required. PROJECT_STATUS07_INPUT=Mouse PROJECT_STATUS08_OUTPT=Monitor PROJECT_STATUS10_DEADL=I plan to have something integrated in to the fun park proper. After that I'll start worrying about culling, level of detail, dealing with walls, maybe beaches and maybe boat wakes. PROJECT_STATUS11_URL..=http://http.cs.berkeley.edu/~schenney/park/sea.html PROJECT_STATUS12_QUEST=Can you please send this email back to me so that I have a record of what I said.