SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Vectorized procedural models for natural terrain: Waves and islands in the sunset
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A two-dimensional interpolation function for irregularly-spaced data
ACM '68 Proceedings of the 1968 23rd ACM national conference
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A method of generating stone wall patterns
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Spot noise texture synthesis for data visualization
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Predicting the drape of woven cloth using interacting particles
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Method of displaying optical effects within water using accumulation buffer
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Flow and changes in appearance
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The state of computer animation
ACM SIGGRAPH Computer Graphics
Height-field fluids for computer graphics
WSC '91 Proceedings of the 23rd conference on Winter simulation
Describing free-form 3D surfaces for animation
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
Visual debugging of visualization software: a case study for particle systems
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
International Journal of Computer Vision
Texture Mixing and Texture Movie Synthesis Using Statistical Learning
IEEE Transactions on Visualization and Computer Graphics
Motion Simulation: A Real Time Particle System for Display of Ship Wakes
IEEE Computer Graphics and Applications
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
Designing and Programming the Emotion Engine
IEEE Micro
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
Phenomenological simulation of brooks
Proceedings of the Eurographic workshop on Computer animation and simulation
A diffusion model for computer animation of diffuse ink painting
CA '95 Proceedings of the Computer Animation
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Directable photorealistic liquids
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation and control of breaking waves
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Real-time ocean wave in multi-channel marine simulator
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
Water Wave Animation on Mesh Surfaces
Computing in Science and Engineering
A real-time 3D animation environment for storm surge
ICME '03 Proceedings of the 2003 International Conference on Multimedia and Expo - Volume 2
Flow and changes in appearance
ACM SIGGRAPH 2006 Courses
Flow and changes in appearance
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
ACM SIGGRAPH 2007 papers
Real-Time Simulation of Surface Gravity Ocean Waves Based on the TMA Spectrum
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Simulation of shallow-water waves in coastal region for marine simulator
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Real-time simulation of 3D smoke on GPU
CISST'09 Proceedings of the 3rd WSEAS international conference on Circuits, systems, signal and telecommunications
Real-time simulation of 3D smoke based on Navier-Stokes equation
WSEAS Transactions on Computers
Haptic Interaction and Interactive Simulation in an AR Environment for Aesthetic Product Design
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
An efficient method for real-time ocean simulation
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
The dynamic textures for water synthesis based on statistical modeling
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Original article: Modelling water droplet movement on a leaf surface
Mathematics and Computers in Simulation
ACM SIGGRAPH 2011 Posters
An efficient algorithm for rendering large bodies of water
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Wang-Tiles for the simulation and visualization of plant competition
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Real-time and realistic simulation of large-scale deep ocean surface
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
A particle-based method for large-scale breaking wave simulation
Machine Graphics & Vision International Journal
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Feature-guided dynamic texture synthesis on continuous flows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A two-continua approach to Eulerian simulation of water spray
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present a simple model for the surface of the ocean, suitable for the modeling and rendering of most common waves where the disturbing force is from the wind and the restoring force from gravity.It is based on the Gerstner, or Rankine, model where particles of water describe circular or elliptical stationary orbits. The model can easily produce realistic waves shapes which are varied according to the parameters of the orbits. The surface of the ocean floor affects the refraction and the breaking of waves on the shore. The model can also determine the position, direction, and speed of breakers.The ocean surface is modeled as a parametric surface, permitting the use of traditional rendering methods, including ray-tracing and adaptive subdivision. Animation is easy, since time is built into the model. The foam generated by the breakers is modeled by particle systems whose direction, speed and life expectancy is given by the surface model.To give designers control over the shape of the ocean, the model of the overall surface includes multiple trains of waves, each with its own set of parameters and optional stochastic elements. The overall "randomness" and "short-crestedness" of the ocean is achieved by a combination of small variations within a train and large variations between trains.Rendered examples of oceans waves generated by the model are given and a 10 second animation is described.