To date, simulators including fluids in their environment model have restricted themselves to the representation of sea states alone. The behavior of fluids in the littoral area or surf zone is more dynamic and includes the interaction of terrain and fluid surfaces. The surf zone refers to the 10 meter curve at the low tide to the high water mark at the highest high tide. The representation of dynamic waves, wakes and eddies have been mimicked by uniform elevation change of the 2D fluid surface along with texture animations.
This paper discusses the work of real-time dynamic fluid flow, applied to a networked dynamic terrain environment, and then shows how it all applies to a surf zone environment. Surf zone issues include incorporating and integrating dynamic terrain and dynamic fluids, dynamics of amphibious vehicles, and the problem of underwater terrain. This will support the modeling of improved vehicle dynamics models (to support buoyant and ground driven behaviors), dynamic wakes, design and mobility modeling, and in training.