Realistic real-time rendering for ocean waves on GPU

Wenhui Zhang, Huan Zhou, L. Tang, X. Zhou
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引用次数: 2

Abstract

Creating and rendering realistic ocean is one of the most daunting tasks in computer graphics. An efficient algorithm is used to render ocean waves by taking advantage of the parallelism and programmability of GPU and the new characteristics of vertex sampling of Shader Model 3.0. The ocean modeling is optimized by level-of-detail (LOD) technology. The real-time wave simulation is realized by the technology of animated texture associated with time, which storages 250 pictures of the height map of ocean surface and is used to superimpose the grid vertex. The illumination effects of the water, such as the reflection, refraction and Fresnel effects, are rendered. Experimental results are shown very well to meet the photorealism and real-time requirement (>60fps) and can be applied to generate real-time water in visual reality.
逼真的实时渲染的海浪在GPU上
创建和渲染逼真的海洋是计算机图形学中最艰巨的任务之一。利用GPU的并行性和可编程性以及Shader Model 3.0顶点采样的新特性,提出了一种高效的海浪渲染算法。采用细节级(LOD)技术对海洋模型进行优化。采用与时间关联的动画纹理技术,存储了250幅海面高度图,并将网格顶点进行叠加,实现了海浪的实时模拟。水的照明效果,如反射,折射和菲涅耳效应,被渲染。实验结果表明,该方法能够很好地满足真实感和实时性要求(>60fps),可用于视觉现实中的实时水生成。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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