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An Efficient Algorithm for Rendering Large Bodies of Water

  • Ho-Min Lee
  • Christian Anthony L. Go
  • Won-Hyung Lee
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4161)

Abstract

Water rendering is one of the most computationally demanding task in computer graphics. Because of its computational complexity, real-time water rendering requires high-end hardwares. In this paper, we present a new algorithm for real-time rendering of large bodies of water such as open seas and oceans which results in an improved efficiency. Using interactive frustum, water surface can be fluidly calculated as a function of height given and interaction with another player in games. This results in an efficient yet realistic method for rendering large bodies of water without requiring as much computational power.

Keywords

Water Simulation Noise Function Light Transport High Computing Power Shader Programming 
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.

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Copyright information

© IFIP International Federation for Information Processing 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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