{"title":"Real-time water rendering based on the graphics hardware acceleration","authors":"Rong-qin Chen","doi":"10.1109/IASP.2009.5054646","DOIUrl":null,"url":null,"abstract":"This paper presents an efficient method for water rendering in real-time by taking advantage of the parallelism and programmability of a GPU (Graphic Processing Unit). We propose a dynamical radial grid to tessellate the water surface and perform sampling and displacement mapping on the vertex shader. Some special effect is simulated to improve the photorealism of our real-time water rendering. The results show that our method is suitable for some real-time applications.","PeriodicalId":143959,"journal":{"name":"2009 International Conference on Image Analysis and Signal Processing","volume":"172 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International Conference on Image Analysis and Signal Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IASP.2009.5054646","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper presents an efficient method for water rendering in real-time by taking advantage of the parallelism and programmability of a GPU (Graphic Processing Unit). We propose a dynamical radial grid to tessellate the water surface and perform sampling and displacement mapping on the vertex shader. Some special effect is simulated to improve the photorealism of our real-time water rendering. The results show that our method is suitable for some real-time applications.