A particle Method in Physically-based for splash Simulation
The purpose of this paper was to apply and express to a particle production system based on mathematical models to raise a cloud of spray. It was used that a crash was used to conflict expanding wave generation model and applying the block cover. Also, we applied to the KD-tree in order to reduce trial search. The block cover was created with the creation on the phase of height values. The waves and wind made by character's emotions, which input use as the value. Reached a certain level in both cases, waves and waves are generated a cloud of spray by the collision. The repetition of generated waver was applied with the Windows function. Handling conflict is affected in a cloud of spray. Generated KD-Tree renewal grid is beyond the range in block cover and is not a uniform height. It is built that the processing of collision is not performed by the level on height of a wave. This process was designed by the best statistical analysis after reviewing sufficient factual nature. This paper is applied with a cloud of splay for emotional online games like game that tried to apply the spray can apply for the environment. If you use a physically-based model requires a lot of calculation time, the physically-based models ask a lot of complicated calculation time for solver this program and high-performance systems. However, a block-cover can be role of a very effective way for enough performance. Through the analysis result can be obtained a sufficient result in easy implementation of the cloud of spray