Real-Time Synthesis and Rendering of Ocean Water

Real-Time Synthesis and Rendering of Ocean Water
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海水实时合成与渲染

DOI:
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发表时间:
2005
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通讯作者:
Jason L. Mitchell
Jason L. Mitchell
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作者:
Jason L. Mitchell

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我们提出了一个多波段傅立叶域的方法来合成和渲染深水海浪完全在图形处理器上。我们的技术开始使用图形硬件生成和动画的傅立叶域光谱的海水。随后,我们使用的图形硬件应用IFFT的频谱转换成一个现实的高度图的海水在空间域中。因此,该技术可用于有效地合成和渲染空间周期性的高度贴图和法线贴图。GPU合成的低频高度图用于置换几何图形,而广谱GPU合成的波形用于生成用于着色的法线图。该模型还允许合成其他波形,例如由与水相互作用的物体引起的尾流或涡流。这项工作的主要贡献是使用GPU来执行所有合成和渲染步骤,以及多波段方法,该方法可以有效地模拟由于深度变化或植物物质的存在而在水面上不同点处的高频自然滤波。
We present a multi-band Fourier domain approach to synthesizing and rendering deep-water ocean waves entirely on the graphics processor. Our technique begins by using graphics hardware to generate and animate a Fourier domain spectrum of ocean water. We subsequently use the graphics hardware to apply an IFFT to transform the spectrum into a realistic height map of ocean water in the spatial domain. As a result, this technique can be used to efficiently synthesize and render height maps and normal maps which are spatially periodic. GPU-synthesized low frequency height maps are used to displace geometry while broad spectrum GPU-synthesized waveforms are used to generate a normal map for shading. The model also allows for compositing of other waveforms such as wakes or eddies caused by objects interacting with the water. The primary contributions of this work are the use of the GPU to perform all synthesis and rendering steps as well as the multi-band approach which enables efficient simulation of the natural filtering of high frequencies at different points on the water surface due to depth variation or the presence of plant matter.