Abstract
Water simulation plays an important role in computer graphics, and its complex optical properties are very computationally intensive due to the variation of phenomena. In this paper, a fast-global illumination method of dynamic water surface with precise reflection and refraction is proposed using a two-stage rendering strategy. At the first stage, we generate an improved Secondary Texture Map (iSDT) based on the distortion of Perlin noise. Our method generates octaves of Perlin noise to construct random height of water surface. For fast rendering the reflection, we utilize 2D mesh modelling water surfaces and optimize the uniform mesh of surface by a layer of detail approach. A 3D geometries’ mirror reflection with respect to 3D perspective view is computed and stored as a texture map. Then the texture map is distorted by octaves of Perlin noise. At the second stage, we combine the iSDT with ray tracing strategy for computing global illumination above the water surface. Experimental results show that our method reduces the rendering time compared with the original ray tracing, and both the opaque and transparent geometries are rendered with plausible high-quality with correct reflection and refraction.
Similar content being viewed by others
References
Génevaux, J.D., Galin, É., Guérin, E., et al.: Terrain generation using procedural models based on hydrology [J]. ACM Trans. Gr. (TOG) 32(4), 143 (2013)
Lee, M.W., Jung, C.H., Lee, M.G., et al.: Data definition of 3D character modelling and animation using H-Anim[J]. JoC 6(2), 19–29 (2015)
Monaghan, J.J.: Smoothed particle hydrodynamics [J]. Ann. Rev. Astron. Astrophys. 30(1), 543–574 (1992)
Huang, C., Zhu, J., Sun, H., et al.: Parallel-optimizing SPH fluid simulation for realistic VR environments [J]. Comput. Anim. Virtual Worlds 26(1), 43–54 (2015)
Chan, K.H., Ke, W., Im, S.K.: Particle–mesh coupling in the interaction of fluid and deformable bodies with screen space refraction rendering [J]. Comput. Anim. Virtual Worlds (2017). https://doi.org/10.1002/cav.1787
Im, S.K., Chan, K.H.: Fast particle neighbor searching for unlimited scene with fluid refraction improvement [J]. Int. J. Model. Optim. 6(2), 71 (2016)
Djado, K., Egli, R., Granger, F.: Particle-based drop animation on meshes in real time[J]. Comput. Anim. Virtual Worlds 23(3–4), 301–309 (2012)
Liu, S., Xiong, Y.: Fast and stable simulation of virtual water scenes with interactions. Virtual Real. 17, 77 (2013)
Wang, Y., Baboulin, M., Dongarra, J., et al.: A parallel solver for incompressible fluid flows [J]. Procedia Comput. Sci. 18, 439–448 (2013)
Liu, S., Xiong, Y.: Fast and stable simulation of virtual water scenes with interactions [J]. Virtual Real. 17(1), 77–88 (2013)
Macklin, M., Müller, M., Chentanez, N., et al.: Unified particle physics for real-time applications [J]. ACM Trans. Gr. (TOG) 33(4), 153 (2014)
Darles, E., Crespin, B., Ghazanfarpour, D., et al.: A survey of ocean simulation and rendering techniques in computer graphics. Comput. Gr. Forum 30(1), 43–60 (2011)
Nielsen, M.B., Söderström, A., Bridson, R.: Synthesizing waves from animated height fields[J]. ACM Trans. Gr. (TOG) 32(1), 2 (2013)
Lee, H.M., Go, C., Lee, W.H.: An efficient algorithm for rendering large bodies of water [J]. Entertain. Comput. ICEC 2006, 302–305 (2006)
Bruneton, E., Neyret, F., Holzschuch, N.: Real-time realistic ocean lighting using seamless transitions from geometry to BRDF. Comput. Gr. Forum 29(2), 487–496 (2010)
Simulation, I.H.: View-dependent tessellation and simulation of ocean surfaces [J]. Sci. World J. 3, 979418 (2014)
Saravanan, V., Pralhaddas, K.D., Kothari, D.P., et al.: An optimizing pipeline stall reduction algorithm for power and performance on multi-core CPUs [J]. Hum. Centric Comput. Inf. Sci. 5(1), 2 (2015)
Liang, J., Gong, J., Li, Y.: Realistic rendering for physically based shallow water simulation in virtual geographic environments (VGEs) [J]. Ann GIS 21(4), 301–312 (2015)
Smelik, R.M., Tutenel, T., Bidarra, R., et al.: A survey on procedural modelling for virtual worlds. Comput. Gr. Forum 33(6), 31–50 (2014)
Acknowledgements
This work was supported by Natural Science Foundation of Jilin of China (20170101005JC) and partial supported by Jilin province major science and technology bidding project (20170203004GX), Jilin province industrial innovation special funds projects (2016C091), Key Science and Technology Project of Jilin Province (20160204019GX).
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Li, H., Yang, H., Xu, C. et al. Fast global illumination of dynamic water surface based on two stage rendering. Cluster Comput 22 (Suppl 4), 9069–9080 (2019). https://doi.org/10.1007/s10586-018-2063-9
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10586-018-2063-9