This disclosure relates generally to model topographies, and more particularly to methods and systems for an animated artificial water surface for model landscapes.
Modelers often include water features, such as lakes, rivers, waterfalls, and surf, in dioramas and miniature landscapes. Such water features increase scenic interest and greatly increase one's sense of presence. While it is easy to effectively model quiescent water features, such as swamps, lakes, and slow-moving rivers, it is challenging to model animated water features such as ripples, waves, rapids, and surf. To model such features, serious modelers typically rely on acrylic “casting plastic” and similar clear plastics. Modelled this way, the moving “water” can look remarkably real except that one has, in effect, only created a snapshot in time, since there is no actual motion. Unfortunately, the lack of motion breaks the illusion of reality.
One way overcome the above-described lack of motion is to use actual liquid water on miniature landscapes. Unfortunately, using real water can be messy and never looks “real” in miniature. To understand why, consider scale modeling of moving objects more generally. For example, suppose it takes 2 minutes for a train to cross an actual bridge. If one made an accurate HO-scale model of that train and bridge, the HO train should cross the miniature bridge in 2 minutes as well, since anything else would not look realistic. For the model train to cross the bridge in 2 minutes, the model train needs to travel at 1/87 the speed of the full-size train, since HO is 1:87 scale.
In terms of a water feature, consider a real pond that ripples or waves cross in 2 minutes. If one modelled this pond in HO scale by creating a landform with a basin filled with real water, it is easy to induce tiny scale waves on the water. However, for accuracy, the induced waves should also cross the model pond in 2 minutes, but this would not be the case if real water were used. More specifically, a simple physics calculation, using the deep water approximation, shows that the scale waves would travel about 1/√{square root over (87)} as fast as full-size waves, thereby crossing the model pond in just 13 seconds. This is wildly unrealistic, since the general expectation is for waves to drift lethargically across a pond and not zoom across it at what would look like highway speeds.
Accordingly, it is an object of the present disclosure to describe methods and systems that model an animated artificial water surface for a variety of model landscapes.
Another object of the present disclosure is to describe methods and systems for creating animated water effects, while avoiding the messiness and maintenance issues inherent in using real water on model landscapes.
Other objects and advantages of the methods and systems described herein will become more obvious hereinafter in the specification and drawings.
In accordance with methods and systems described herein for modeling an animated artificial water surface, a sheet of material having a glossy surface includes a three-dimensional pattern of waves extending along horizontal dimensions of the sheet. The waves have a scale-model height profile. A drive may be coupled to the sheet. The drive may be operable to move at least a portion of the sheet continuously and at a constant speed in one direction relative to the horizontal dimensions of the sheet wherein the waves model an animated water surface.
Other objects, features and advantages of the methods and systems described in the present disclosure will become apparent upon reference to the following description of the preferred embodiments and to the drawings, wherein corresponding reference characters indicate corresponding parts throughout the several views of the drawings and wherein:
The methods and systems described herein will allow a model designer/builder to model an animated artificial water surface that is scaled down in size relative to a real-life version of an animated water surface. As used herein, the word “animated” refers to a variety of water movements in a body of water to include, but not limited to, ripples, waves, surface currents, surf, etc. The phrase “artificial water surface” as used herein means that the methods and systems described herein do not require or use actual water thereby eliminating the complexities associated with such use. The animated artificial water surface may be part of an architectural model, an environmental or scientific model, a hobbyist's model, a historical model, etc., without departing from the scope of the present disclosure. In addition, the scaled size of the animated artificial water surface is not a limitation of the present disclosure.
Referring now to the drawings and more particularly to
To maintain the illusion of an animated water surface extending to the shoreline 104, some of sheet 20 (e.g., its edges) is excluded from the observer's view. In some embodiments, portions of sheet 20 within the shoreline 104 may also be excluded from the observer's view in order to preserve the illusion of an animated water surface. System 10 may also include a wave animation drive 30 coupled to sheet 20. As will be described later herein, drive 30 is operable to move sheet continuously and at a constant speed such that the 3-D pattern of waves at the surface of sheet 20 model an animated water surface.
Before describing the methods and systems presented herein, it is useful to briefly explain the dynamics of real ripples or waves moving across a water surface. In the real world, waves begin when an energy source excites a water surface. Such energy sources include wind and point sources, such as a splashing fountain, a waterfall, a paddle wheel, etc. Once the waves are created, they travel across the body of water evolving as they go, and finally die out as the energy is lost, e.g., as they crash into a shoreline. The methods and systems described herein model the wave propagation as this is the most visible phase of waves. However, in some embodiments, the methods and systems described herein may further include features providing the illusion of wave genesis.
To discuss the present disclosure's modeling of an animated water surface more precisely, it is useful to introduce a bit of mathematics. Non-breaking propagating waves on a body of real water may be described by a height function h(x,y,t), where h(x,y,*) shows the time evolution of the water height at spatial location (x,y). For a model landscape at scale 1/s where “s” is a scale factor, representation of a real body of water with a wave height function h(x,y,t) requires a corrected wave height function of h(sx,sy,t)/s. Note that the spatial dimensions (x,y) scale in accordance with the scale factor s, while the time dimension “t” does not. For simplicity and as will be used herein, a new height function H(x,y,t) may be defined as h(sx,sy,t)/s in which the scale s is implicit.
In general, system 10 models an animated artificial water surface that approximates the above-described model-scale time-dependent height function H(x,y,t) that describes the profile of propagating scale waves. By way of non-limiting examples, several embodiments of system 10 will be described herein. Each embodiment may be incorporated into a model landscape such as the one illustrated in
When the surface of a lake or pond is excited by an energy “point source,” such as a pulsing fountain, waterfall, paddle wheel bucket emptying onto a water surface, etc., the resulting surface waves are circular or spiral waves traveling radially outwards. Outward going spiral waves may be simulated in accordance with the present disclosure by a system 11 illustrated in the isolated views presented in
Referring simultaneously to
In general, waves 21C of glossy surface region 21B are formed by a spiral wave pattern 21D (
The spiral wave pattern's wave heights are determined by the above-described model-scale time-dependent height function H(x,y,t). Accordingly, when rotated by drive 31 continuously in a single rotational direction at a constant rotational speed, waves 21C on the spinning disk 21 provide an accurate visual approximation of the above-described scaled height function H(x,y,t) of waves as they appear to be moving outward from the center 21E of the spiral wave pattern 21D. The speed of rotation may be adjusted such that waves 21C move at a pace to present the illusion of waves moving across a water surface at a realistic pace for the scale being used by the modeler.
To maintain the illusion of outgoing waves, ends 21F and 21G should be excluded from an observer's view when incorporated into a model landscape. For example, end 21G may be excluded from view as disk 21 extends beyond the shoreline (e.g., shoreline 104 illustrated in
The cross-sectional shape of waves 21C may be configured in a variety of ways depending on the nature of the water surface being portrayed. In some embodiments, the spiral pattern's cross-sectional shape may be a changing-amplitude sinusoid whose maximum peak height occurs closest to center 21E. The wave heights may then decrease with increasing radial distance from center 21E where the minimum wave height occurs furthest from center 21E, i.e., near end 21G. When this type of spiral pattern is rotated as described above, the resulting animated artificial water surface will present ripples/waves that decrease in height with increasing radial distance from center 21E thereby mimicking what happens in real life when water ripples/waves decrease in height as they move away from their source. In some embodiments, the cross-sectional shape of the spiral pattern may be scallop-shaped. By way of a non-limiting example,
As mentioned above, system 11 also includes a drive 31 coupled to disk 21. Briefly, drive 31 may include a motor 31A and a drive shaft 31B coupled to disk 21. In the illustrated example, drive shaft 31B is coupled to disk 21 such that drive shaft 31B aligns with the center 21E of the spiral pattern. Motor 31A is operable to move (e.g., rotate) drive shaft 31B to thereby rotate disk 21 such that waves 21C move in correspondence with disk 21. More specifically, when motor 31A operates, disk 21 moves continuously in one rotational direction at a constant speed in two-dimensional plane 21H to thereby create the illusion of waves 21C moving outward from center 21E.
In some embodiments, the above-described sheet 20 (
Referring simultaneously to
As mentioned above, system 12 (
The above-described parallel waves 22C are also shown in a plan view of belt 22 shown in
The methods and systems described herein will allow a modeler to accurately simulate waves in shallow-water and deep-water scenarios using 3-D wave patterns as described above. The wave patterns may be shaped/sized for a particular application using water wave theory. Briefly, waves change shape as they propagate as dictated by dissipation and dispersion. Dissipation is energy loss through turbulence and friction. Dispersion is change of the wave shape as the separate Fourier components of the waves travel at different speeds.
The wavelength, A, of water waves is defined as the distance between adjacent wave peaks. In shallow water (i.e., water whose depth is much less than the wavelength), all Fourier components travel at the same speed such that there is no dispersion. Conversely, in deeper water, long wave lengths travel faster than short wave lengths and dispersion is typically obvious. Accordingly, using proper wave profile design, the above-described disk-based and belt-based methods and systems can model shallow-water or deep-water wave scenarios.
In some embodiments, features may be provided to enhance the model landscape. For example, features may be provided to give the illusion of being the genesis or source for the propagating artificial waves made possible by the methods and systems described herein. In general, the “source” may be 3-D feature(s) (e.g., a 3-D structure) that appear to deliver a periodic burst of energy to the artificial water surface (i.e., the 3-D pattern of waves) with a frequency that matches that of the artificial ripples/waves. That is, the illusory burst of energy should appear to impinge on a portion of the 3-D pattern of waves as the 3-D pattern moves past the “source”. To assure such synchronization between the “source” and the 3-D pattern of ripples/waves, the “source” may be driven by the system's motor.
By way of a non-limiting example,
If there are “N” buckets or paddles 306, gear train 302 may be configured to have a 1:N gear ratio so that the portion of 3-D spiral pattern 21D closest to water wheel 304 appears to be moving away from water wheel 304 each time a bucket or paddle 306 “empties” (i.e., rotates just above 3-D spiral pattern 21D). It is to be understood that other types of natural (e.g., a waterfall) or man-made (e.g., a pulsating water fountain) features could be used and coupled to motor 31A to create the illusion of the source of energy for the artificial ripples/waves without departing from the scope of the present disclosure.
The advantages of the methods and systems described herein are numerous. The animated artificial water surface requires no water but still provides the illusion of a realistic and animated water environment. The approach described herein may be used by professional and amateur model designers/builders. The artificial animated water surface may be constructed in a variety of ways using a variety of materials thereby allowing a model designer/builder to adapt the methods and systems described herein to create a variety of realistic animated water surface scenarios.
Although the methods and systems presented herein have been described for specific embodiments thereof, there are numerous variations and modifications that will be readily apparent to those skilled in the art in light of the above teachings. For example, the above-described disk with its 3-D pattern of waves at its surface having a height profile sized in accordance with a model scale may be used by a modeler in a variety of ways to provide a realistic looking animated artificial water surface. In some embodiments, a variety of additional features (e.g., reflectors, lights, audio, scents, etc.) may be included to further enhance the experience for an observer. It is therefore to be understood that, within the scope of the appended claims, the methods and systems presented herein may be practiced other than as specifically described.
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