Advertisement

Real-Time and Realistic Simulation of Large-Scale Deep Ocean Surface

  • Zhao Xin
  • Li FengXia
  • Zhan ShouYi
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4282)

Abstract

In this paper, we present a framework for real-time and realistic rendering of large-scale deep ocean surface, which uses LOD scheme and height map to model water surface on CPU and takes full advantage of GPU for vertex and pixel processing. We present multi-resolution nested regular grids, as a LOD scheme, to support free and real-time navigation on large-scale sea area. Previous work neglected the wind changing effect on ocean waves, here we propose a wind model to improve the existing method of ocean wave gen-eration and satisfy the requirement of realistic simulation with wind effect. Experiment results show that our approach is efficient and can achieve interactive rates for the simulation of large-scale deep ocean surface.

Keywords

Wind Speed Ocean Surface Realistic Simulation Ocean Wave Wind Model 
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.
    Hinsinger, D., Neyret, F., Cani, M.-P.: Interactive Animation of Ocean Waves. In: ACM Symposium on Computer Animation, pp. 161–166 (2002)Google Scholar
  2. 2.
    Xuexian, P., Xudong, Y., Sikun, L., Junqiang, S.: High-Performance Navigation and Rendering of Very-Large Scale Landscape and Seascape. In: Ninth International Conference on Computer Aided Design and Computer Graphics, CAD/CG 2005 (2005)Google Scholar
  3. 3.
    Perchy, D.R.: Modeling wave and surf. In: Proc. ACM SIGGraph, pp. 65–74 (1986)Google Scholar
  4. 4.
    Fournier, A., Reeves, W.T.: A simple model of ocean waves. In: Proc. ACM SIGGraph, pp. 75–84 (1986)Google Scholar
  5. 5.
    TS’O, P., Barsky, B.: Modeling and rendering waves: Wave-tracing using betasplines and reflective and refractive texture mapping. ACM Transactions on Graphics 6, 114–191 (1987)Google Scholar
  6. 6.
    Ram, K., Rapid, M.G.: Stable fluid dynamics for computer graphics. Computer Graphics 24, 49–57 (1990)Google Scholar
  7. 7.
    Foster, N., Fedkiw, R.: Practical animation of liquids. In: Proc. ACM SIGGraph 2001, pp. 15–22 (2001)Google Scholar
  8. 8.
    Wang, C., Wang, Z., Jin, J., Peng, Q.: Real-time Simulation of Ocean Wave Based on Cellular Automata. In: Computer Aided Design and Computer Graphics Proceeding, CAD/CG 2003 (2003)Google Scholar
  9. 9.
    Mastin, G.A., Watterberg, P.A., Mareda, J.F.: Fourier synthesis of ocean scenes. IEEE Computer Graphics and Applications 7, 16–23 (1987)CrossRefGoogle Scholar
  10. 10.
    HuaiPing, Y., JiaGuang, S.: Wave Simulation Based on OceanWave Spectrums. Journal of system simulation, China 14, 1175–1179 (2002)Google Scholar
  11. 11.
    Tessendorf, J.: Simulating ocean water. In: Proc. ACM SIGGraph Course Notes, vol. 47 (1999)Google Scholar
  12. 12.
    Jeschke, S., Birkholz, H., Schmann, H.: A Procedural Model for Interactive Animation of Breaking Ocean Waves. In: WSCG 2003 (2003)Google Scholar
  13. 13.
    Mihalef, V., Metaxas, D., Sussman, M.: Animation and Control of Breaking Waves. In: Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation (2004)Google Scholar
  14. 14.
    Mitchell, J.L.: Real-Time Synthesis and Rendering of Ocean Water. ATI Research Technical Report (April 2005)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Zhao Xin
    • 1
  • Li FengXia
    • 1
  • Zhan ShouYi
    • 1
  1. 1.School of Computer Science and TechnologyBeijing Institute of TechnologyBeijingChina

Personalised recommendations