Michal Chládek

Learn More
We present a novel method for creating small scale details as splashes and foam for SPH simulations. In our technique, each fluid particle can become a source emitter of splash particles. The probability of emission is controlled by density decay and velocity of fluid particles. Splash particles are uncoupled, collide only with obstacles and follow only(More)
We propose a shallow water simulation in a Lagrangian way. Smoothed particle hydrodynamic (SPH) is used to solve shallow water equation by which we avoid discretization of the whole simulation domain and get an easy handling of sparse and irregular simulation domains. In contrast to the Eulerian methods in the context of shallow water equations much less(More)
  • 1