http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
This thesis presents a method for simulating fluids on a view dependent grid structure to exploit level-of-detail with distance to the viewer. Current computer graphics techniques, such as the Stable Fluid and Particle Level Set methods, are modified to support a non-uniform simulation grid. In addition, infinite fluid boundary conditions are introduced that allow fluid to flow freely into or out of the simulation domain to achieve the effect of large, boundary free bodies of fluid. Finally, a physically based rendering method known as photon mapping is used in conjunction with ray tracing to generate realistic images of water with caustics. These methods were implemented as a C++ application framework capable of simulating and rendering fluid in a variety of user-defined coordinate systems.
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