Ocean waves synthesis using a spectrum-based turbulence function

S. Thon, J. Dischler, D. Ghazanfarpour
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引用次数: 49

Abstract

The representation of ocean waves is not a resolved problem in computer graphics yet. There is still no existing method that allows one to simply describe an agitated surface of any size that is visually sufficiently realistic, without using entirely physical models that are usually very complex. We present a simple method to represent and animate an ocean surface in deep water by considering it as a procedural texture. This texture is defined by a combination of two levels of detail. The first one is a superposition of 2D trochoids whose parameters are determined by ocean wave characteristics infrequency domain. In order to increase the visual complexity of this model and to reduce computation, we incorporate a 3D turbulence function to provide a second level of detail. This turbulence function is also determined by frequency characteristics of ocean waves. Since our synthesized ocean waves spectrum approaches a real ocean waves spectrum, we obtain realistic water waves in the spatial domain. The animation of our model is performed by shifting the phase of the trochoids and by moving into the 3D turbulence function. Since our definition is procedural and continuous, it permits us to obtain any size of water surface with any level of detail as well as a simple, direct, antialiasing method. Our model can be used to generate ocean waves using 2D textures or bump maps as well as 3D textures.
利用基于谱的湍流函数合成海浪
海浪的表示在计算机图形学中还不是一个解决的问题。目前还没有一种现有的方法可以在不使用通常非常复杂的完全物理模型的情况下,简单地描述一个在视觉上足够逼真的任何大小的振动表面。我们提出了一种简单的方法来表示和动画海洋表面在深水中考虑它作为一个程序纹理。这个纹理是由两个层次的细节组合来定义的。第一个是由海浪频域特征决定参数的二维菱形叠加。为了增加该模型的视觉复杂性并减少计算量,我们加入了一个3D湍流函数来提供第二级细节。这种湍流函数也是由海浪的频率特性决定的。由于我们合成的海浪谱接近真实的海浪谱,我们在空间域中得到了真实的水波。我们的模型的动画是通过移动转子的相位和移动到三维湍流函数来实现的。由于我们的定义是程序性的和连续的,它允许我们获得任何大小的水面与任何级别的细节,以及一个简单的,直接的,抗混叠的方法。我们的模型可以使用2D纹理或凹凸贴图以及3D纹理来生成海浪。
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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