An Interactive Eye-tracking based Adaptive Lagrangian Water Simulation Using Smoothed Particle Hydrodynamics

Ajla Elmasdotter

Abstract

Many water animations and simulations usually depend on time consuming algorithms that create realistic water movement and visualization. However, the intrigue for realistic, real-time and interactive simulations is steadily growing for, among others, the game and Virtual Reality industry. A common method used for particle based water simulations is the Smoothed Particle Hydrodynamics, which also allows for refinement and adaptivity that focuses the computational power on the parts of the simulation that require it the most.

This study suggests an eye-tracking based adaptive method for water simulations using Smoothed Particle Hydrodynamics, which is based on where a user is looking, with the assumption that what a user cannot see nor perceive is not of a greater importance. Its performance is evaluated by comparing the suggested method to a surface based adaptive method, by measuring frames per second, the amount of particles in the simulation, and the execution time . It is concluded that the eye-tracking based adaptive method performs better than the surface based adaptive method in four out of five scenarios and should hence be considered a method to further evaluate and possibly use when creating applications or simulations requiring real-time water simulations, with the restriction that eye-tracking hardware would be necessary for the method to work.