An Efficient Method for Real-Time Ocean Simulation

  • Haogang Chen
  • Qicheng Li
  • Guoping Wang
  • Feng Zhou
  • Xiaohui Tang
  • Kun Yang
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4469)

Abstract

Ocean stimulation is important for computer animation, games, and other virtual reality applications. In this paper, a real-time method for simulating integrated ocean environment, including sky sphere, atmospheric system and ocean wave model, is proposed. By this method, the effect of cloud floating in sky sphere is obtained through texture perturbation, while the atmospheric system realizes the air scattering and absorbing effect. The ocean wave model constructs ocean surface mesh by Sine wave and realizes the bumping effect of ocean surface through normal disturbance of bump map method. For the lightening computation of ocean wave, the incident ray can be obtained by sampling the sky sphere and the reflecting light ray can then be calculated through the principle of mirror reflection. The proposed algorithm can be easily accelerated by GPU hardware. Experiments show that the method is easy to implement, and is effective to render ocean at high frame rate

Keywords

Graphic Processing Unit Computer Graphic Sine Wave Ocean Wave Graphic Hardware 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Ferwerda, J.A.: Three varieties of realism in computer graphics. In: Cornell Workshop on Rendering, Perception and Measurement (1999)Google Scholar
  2. 2.
    A. Iglesias Computer graphics for water modeling and rendering: a survey, Future Generation Computer Systems 20(8) (November 2004) Google Scholar
  3. 3.
    Fournier, A., Reeves, W.T.: A simple model of ocean waves. Proceedings of SIGGRAPH’86, Comput. Graph. 20(4), 75–84 (1986)CrossRefGoogle Scholar
  4. 4.
    Kass, M., Miller, G.: Rapid, stable fluid dynamics for computer graphics. In: Baskett, F., (ed.) Computer Graphics (SIGGRAPH ’90 Proceedings), vol. 24, pp. 49–57Google Scholar
  5. 5.
    Foster, Metaxas, D.: Realistic animation of liquids. In: Davis, W.A., Bartels, R., (eds.) Graphics Interface ’96, pp. 204–212Google Scholar
  6. 6.
    Foster, N., Fedkiw, R.: Practical animation of liquids. In: Proceedings of SIGGRAPH, pp. 23–30 (August 2001)Google Scholar
  7. 7.
    Neyret, F., Praizelin, N.: Phenomenological simulation of brooks. In: Eurographics Workshop on Computer Animation and Simulation, Eurographics, pp. 53–64. Springer, Heidelberg (2001)Google Scholar
  8. 8.
    Thon, S., Ghazanfarpour, D.: A semi-physical model of running waters. In: Eurographics UK (2001)Google Scholar
  9. 9.
    Peachey, D.R.: Modeling waves and surf. Proceedings of SIGGRAPH’86, Comput. Graph. 20(4), 65–74 (1986)CrossRefGoogle Scholar
  10. 10.
    TS’O, P., Barsky, B.: Modeling and rendering waves: Wave-tracing using beta-splines and reflective and refractive texture mapping. ACM Transactions on Graphics 6, 3, pp. 191–214 (July 1987)Google Scholar
  11. 11.
    Gonzato, J.-C., Saëc, B.L.: On modelling and rendering ocean scenes. The Journal of Visualization and Computer Animation 11(1), 27–37 (2000)CrossRefGoogle Scholar
  12. 12.
    Mastin, G.A., Watterberg, P.A., Mareda, J.F.: Fourier synthesis of ocean scenes. IEEE Computer Graphics and Applications 7(3), 16–23 (1987)CrossRefGoogle Scholar
  13. 13.
    Tessendorf, J.: Simulating ocean water. In: SIGGRAPH’99 Course Notes (1999)Google Scholar
  14. 14.
  15. 15.
    Mitchell, J.L.: Real-Time Synthesis and Rendering of Ocean Water, ATI Technical Report (April 2005) Google Scholar
  16. 16.
    Finch, M.: Effective Water Simulation from Physical Models. In: Fernando, R. (ed.) GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, pp. 5–29 (2004) Google Scholar
  17. 17.
    Yang, X., Pi, X., Zeng, L., Li, S.: GPU-Based Real-time Simulation and Rendering of Unbounded Ocean Surface. In: Ninth International Conference on Computer Aided Design and Computer Graphics (CAD-CG’05), Hong Kong (December 07-10, 2005)Google Scholar
  18. 18.
    Isidoro, J., Riguer, G.: Texture Perturbation Effects, ShaderX, WordWare Inc. (2002)Google Scholar
  19. 19.
    N. Hoffman, Nathaniel, Preetham, A.J.: Rendering Outdoor Light Scatter in Real Time. In: Proceedings of Game Developer Conference (2002) Google Scholar
  20. 20.
    Preetham, A.J., Shirley, P., Smit, B.E.: A Practical Analytic Model for Daylight. In: Computer Graphics(Proceedings of SIGGRAPH 1999), pp. 91–100 (August 1999)Google Scholar
  21. 21.
    J. Kautz, W. Heidrich, seidel, H.-P.: Real-time bump map synthesis. In: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (August 2001)Google Scholar

Copyright information

© Springer Berlin Heidelberg 2007

Authors and Affiliations

  • Haogang Chen
    • 1
  • Qicheng Li
    • 1
  • Guoping Wang
    • 1
  • Feng Zhou
    • 1
  • Xiaohui Tang
    • 1
  • Kun Yang
    • 1
  1. 1.Dep. of Computer Science & Technology, Peking University, BeijingChina

Personalised recommendations