Proceedings Article10.1109/ICME.2006.262655
GPU-based Ocean Rendering
Yung-Feng Chiu,Chun-Fa Chang +1 more
- 09 Jul 2006
- pp 2125-2128
TL;DR: The adaptive GPU-based ocean surface tessellation scheme not only offers easier level-of-detail (LOD) control but also avoids the loading of vertex attributes from CPU to GPU at each frame.
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Abstract: We present efficient algorithms for real-time rendering of ocean using the newest features of programmable graphics processors (GPU). It differs from previous works in three aspects: adaptive GPU-based ocean surface tessellation, sophisticated optical effects for shallow water, and spray dynamics for oscillating waves. Our tessellation scheme not only offers easier level-of-detail (LOD) control but also avoids the loading of vertex attributes from CPU to GPU at each frame. The object-space wave sampling approach allows us to produce sophisticated optical effects for shallow water and implement a state-preserving particle system for simulating spray motions interactively.
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Citations
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A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
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Amplitude Malformation in the IFFT Ocean Wave Rendering under the Influence of the Fourier Coefficient
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TL;DR: In this article, the IFFT Gerstner wave model with the amplitude of the cosine wave is derived and the definite integral of the wave number spectrum is discretized.
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