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Rendering Realistic Ocean Scenes on GPU

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Transactions on Edutainment VII

Part of the book series: Lecture Notes in Computer Science ((TEDUTAIN,volume 7145))

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Abstract

In this paper, we present an efficient simulation method for realistic ocean scenes on GPU. Firstly, we generate the planar grid of ocean surface, and divide ocean surface to static area and dynamic area. Then we generate the height field using improved noise, and add the height field to dynamic ocean surface grid. To make the surface animate, we have two transform matrices, translation matrix and rotation matrix. After that, we implement the Snell’s law to render light-water interaction effects. Finally, we implement our method on GPU, and we simulate the complex ocean scene. The experiments prove that our method is feasible and high performance. Our method could be used in 3D games, computer generated films, and virtual battlefield environment based ocean scenes.

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© 2012 Springer-Verlag Berlin Heidelberg

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Cai, X., Qian, B., Sun, H., Li, J. (2012). Rendering Realistic Ocean Scenes on GPU. In: Pan, Z., Cheok, A.D., Müller, W., Chang, M., Zhang, M. (eds) Transactions on Edutainment VII. Lecture Notes in Computer Science, vol 7145. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-29050-3_22

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  • DOI: https://doi.org/10.1007/978-3-642-29050-3_22

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-29049-7

  • Online ISBN: 978-3-642-29050-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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