The thesis presents a real-time method to simulate and render the turbulent flow and splash of stream water over irregular terrain and dynamic rigid objects. In order to achieve real-time frame rates, we adopt a GPU-based particle system to perform the simulation and exploit 2D metaballs with billboards to represent the 3D water surface. Besides, our billboard rendering method for splash surface does not possess the traditional clipping artifact. Although our proposed method is not a direct physical simulation, the results are empirically plausible and efficient, and especially suitable for interactive graphics application such as computer games.