{"title":"基于HLSL的水体模拟","authors":"Xuejun Li, Meng Xu","doi":"10.1109/ICNIDC.2009.5360906","DOIUrl":null,"url":null,"abstract":"Water simulation has been a hot spot in the research of computer graphics, especially in 3D games and animations. In this paper, we propose a convenient method for simulating and rendering large bodies of water on the computer's graphic processing unit (GPU). This method can be implemented using high level shading language (HLSL) with high speed as the vertex processing is realized based on GPU hardware. Experimental results demonstrate that the simulation in this method is realistic, rapid and applicable in the real-time rendering applications.","PeriodicalId":127306,"journal":{"name":"2009 IEEE International Conference on Network Infrastructure and Digital Content","volume":"172 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Water simulation based on HLSL\",\"authors\":\"Xuejun Li, Meng Xu\",\"doi\":\"10.1109/ICNIDC.2009.5360906\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Water simulation has been a hot spot in the research of computer graphics, especially in 3D games and animations. In this paper, we propose a convenient method for simulating and rendering large bodies of water on the computer's graphic processing unit (GPU). This method can be implemented using high level shading language (HLSL) with high speed as the vertex processing is realized based on GPU hardware. Experimental results demonstrate that the simulation in this method is realistic, rapid and applicable in the real-time rendering applications.\",\"PeriodicalId\":127306,\"journal\":{\"name\":\"2009 IEEE International Conference on Network Infrastructure and Digital Content\",\"volume\":\"172 1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-12-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE International Conference on Network Infrastructure and Digital Content\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICNIDC.2009.5360906\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE International Conference on Network Infrastructure and Digital Content","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICNIDC.2009.5360906","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Water simulation has been a hot spot in the research of computer graphics, especially in 3D games and animations. In this paper, we propose a convenient method for simulating and rendering large bodies of water on the computer's graphic processing unit (GPU). This method can be implemented using high level shading language (HLSL) with high speed as the vertex processing is realized based on GPU hardware. Experimental results demonstrate that the simulation in this method is realistic, rapid and applicable in the real-time rendering applications.