Author(s): Mehdi Khoury; Gan Savic; Lydia Vamvakeridou-Lyroudia; Albert Chen; Slobodan Djordjevic
Linked Author(s): Albert Chen, Slobodan Djordjevic
Keywords: Flooding; Visualisation; Particle based visualisation; Serious Gaming
Abstract: Using the Nvidia off-the-shelf particle based “Flex” simulation engine, we visualize the impact of rainfall over different sub-catchments on flooding in the village of Millbrook in the UK. Stakeholders are able to see what part of the catchment contributes most to which flooded area in the village. Hundreds of thousands of colored particles (balls), whose color is based on the quadrant of the catchment area, are dropped above the terrain and left to roll down while interacting with each other. The approach is similar to the ‘rolling ball’method, which identifies natural flow pathways by rolling a ball down a digital elevation model, but uses multiple balls instead. Although the visualized results of our approach are of limited hydraulic accuracy, this type of visualization explains causality when analyzing the contribution of different portions of the terrain to the flooding from rainfall. This is possible due to colored deposits resembling well the final flood extent. Consequently, it is a useful technique for implementation in Serious Gaming, with flooding related themes, targeting in improving the understanding of stakeholders/players.
Year: 2018