Water, terrain & plants · 4 / 10
Height-Field Wave Simulation
高さの変化を伝えて波紋を広げる。
Compare in motion
Interactive model
池の波紋
AReference
波紋のない水面
BHeight-Field Wave Simulation100%
波紋同士の干渉を作れる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 高さの変化が伝播 → 輪が外へ広がる。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 池の波紋
1. Start
一点へ滴が落ちる
2. Change
高さの変化が伝播
3. Result
輪が外へ広がる
How it works
1. Input
高さ場への一回の入力
2. Process
波動方程式で伝播
3. Result
広がる波紋
Further reading
GPU Gems — Effective Water Simulation ↗A general reference for this subcategory.