Real-Time Synthesis and Rendering of Ocean Water
Real-Time Synthesis and Rendering of Ocean Water
复制标题
海水实时合成与渲染
DOI:
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发表时间:
2005
期刊:
影响因子:
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通讯作者:
Jason L. Mitchell
中科院分区:
文献类型:
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作者:
Jason L. Mitchell
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.