{"title":"基于图形硬件加速的实时水渲染","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":"{\"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}","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}
Real-time water rendering based on the graphics hardware acceleration
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.