DocumentCode :
3384297
Title :
GPU-based real-time simulation and rendering of unbounded ocean surface
Author :
Yang, Xudong ; Pi, Xuexian ; Zeng, Liang ; Li, Sikun
Author_Institution :
Sch. of Comput., Nat. Univ. of Defense Technol., Changsha, China
fYear :
2005
fDate :
7-10 Dec. 2005
Abstract :
We present a multi-resolution mesh model of the ocean surface based on a straightforward terrain LOD scheme, tiled quad-tree, with that the region of ocean surface can be extended limitlessly and readily adapted for GPU acceleration. We have introduced the concept of wrapped fractal surface (WFS) for generating height field map of the ocean. Through WFS self-mapping, we can create a series of WFS and obtain the height field map at discrete times without repeating tiles. By interpolating the height map at regular intervals we can build an ocean surface continuously and dynamically. This paper also studied shallow ocean waves concerned about affects of seaboard and underwater terrain. Experimental results showed that our approach was effective and would satisfy the requirements of a realistic real-time navigation for large-scale seascape.
Keywords :
coprocessors; digital simulation; geophysics computing; mesh generation; ocean waves; oceanographic techniques; real-time systems; rendering (computer graphics); GPU-based real-time rendering; GPU-based real-time simulation; multiresolution mesh model; seaboard terrain; straightforward terrain level-of-detail scheme; tiled quad-tree; unbounded ocean surface; underwater terrain; wrapped fractal surface; Computational modeling; Fractals; Large-scale systems; Multiresolution analysis; Ocean waves; Pipelines; Rendering (computer graphics); Sea surface; Surface waves; Wind speed;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Aided Design and Computer Graphics, 2005. Ninth International Conference on
Print_ISBN :
0-7695-2473-7
Type :
conf
DOI :
10.1109/CAD-CG.2005.45
Filename :
1604671
Link To Document :
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