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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Iglesias, A.: Computer graphics for water modeling and rendering: a survey. Future Generation Computer Systems 20(8) (2004)
Simon, P., Michael, A.: Rendering natural waters. In: Proceedings of Pacific Graphics 2000, pp. 23–30 (2000)
Foster, N., Metaxas, D.: Realistic animation of liquids. Graphical Models and Image Processing 58(5), 471–483 (1996)
Chen, J.: Toward interactive-rate simulation of fluids with moving obstacles using Navies-Stokes equations. Graphical Models and Image Processing 57(2), 107–116 (1995)
Jason, L.M.: Real-Time Synthesis and Rendering of Ocean Water, ATI Research Technical Report (2005)
Foster, N.: Practical animation of liquids. In: Proceedings of SIGGRAPH, pp. 15–22 (2001)
Yang, H., Hu, S., Sun, J.: A new algorithm for water wave animation. Journal of Computer 25(6), 613–617 (2002) (in Chinese)
Yan, L., Li, S.: Real-time Generation of Ocean Wave Surface. Journal of Computer Aided Design and Computer Graphics 38(5), 568–573 (2001) (in Chinese)
Hu, Y., Velho, L.: Realistic, real-time rendering of ocean waves. Computer Animation and Virtual Worlds 17(1), 59–67 (2006)
Darles, E., Crespin, B., et al.: Accelerating and enhancing rendering of realistic ocean scenes. In: Proceedings of WSCG 2007, pp. 287–294 (2007)
Chiu, Y., Chang, C.: GPU-based Ocean Rendering. In: Proceedings of IEEE International Conference on Multimedia and Expo., pp. 2125–2128 (2006)
Wang, C., Wang, Z., et al.: Real-time simulation of ocean wave based on cellular automata. In: Proceedings of CAD/CG 2003, pp. 26–32 (2003)
Takahashi, T., Fujji, H., et al.: Realistic animation of fluid with splash and foam. Computer Graphics Forum 22(3), 391–400 (2003)
Thürey, N., Rüde, U., et al.: Animation of open water phenomena with coupled shallow water and free surface simulations. In: Proceedings of Eurographics Symposium on Computer Animation 2006, pp. 157–164 (2006)
Perlin, K.: Implementing Improved Perlin Noise. In: GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, 2004, pp. 73–85 (2004)
Li, Y., Cheng, T.: Simulation Method for Lake Surface Wave. Journal of System Simulation 21(23), 7507–7510 (2009)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
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
Download citation
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)