A Model for Real Time Ocean Breaking Waves Animation

Diogo Strube de Lima, Henry Braun, S. Musse
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引用次数: 3

Abstract

This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The model proposed in this paper aims to animate waves with minimal graphic processing unit (GPU) and computer processing unit (CPU) costs. Using a few set of parameters, our procedural model generates an unique ocean-like scenario. This model could be employed in several types of games and applications. Results indicate that our real time breaking waves are visually accepted and have minimal impact on application performance.
一个模型的实时海洋破浪动画
本文提出了一种海洋破浪的实时过程模型。随着数字游戏的发展,出现了更多海洋、海岸和沙滩场景,但这些游戏很少使用海浪。本文提出的模型旨在以最小的图形处理单元(GPU)和计算机处理单元(CPU)成本来动画波浪。使用几组参数,我们的过程模型生成了一个独特的类似海洋的场景。这种模式可以应用于多种类型的游戏和应用程序。结果表明,我们的实时中断波在视觉上是可接受的,并且对应用程序性能的影响最小。
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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