A Frustum-Based Ocean Rendering Algorithm

  • Ho-Min Lee
  • Christian Anthony L. Go
  • Won-Hyung Lee
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4088)


Real-time water rendering has always posed a challenge to developers. Most algorithms concentrate on rendering small bodies of water such as pools and rivers. In this paper, we proposed a real-time rendering method for large water surfaces, such as oceans. This algorithm harnesses both the PC and GPU’s processing power to deliver improved computing efficiency while, at the same time, realistically and efficiently simulating a large body of water. The frustum-based algorithm accomplishes this by representing a smooth water surface as a height value of the viewer, since surface size can be fluidly calculated given the camera frustum position. This algorithm has numerous potential applications in both the gaming and the movie industry. Experimental results show a marked improvement in computing power and increased realism in large surface areas.


Noise Function Movie Industry Surface Size Grid Algorithm Numerous Potential Application 


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Ho-Min Lee
    • 1
  • Christian Anthony L. Go
    • 1
  • Won-Hyung Lee
    • 1
  1. 1.Department of Image Engineering, Graduate School of Advanced Imaging Science and Multimedia and FilmChung-Ang UniversitySeoulKorea

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