SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Fourier Synthesis of Ocean Scenes
IEEE Computer Graphics and Applications
ACM Transactions on Graphics (TOG)
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
GI '96 Proceedings of the conference on Graphics interface '96
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Phenomenological simulation of brooks
Proceedings of the Eurographic workshop on Computer animation and simulation
GPU-Based Real-time Simulation and Rendering of Unbounded Ocean Surface
CAD-CG '05 Proceedings of the Ninth International Conference on Computer Aided Design and Computer Graphics
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
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Ocean stimulation is important for computer animation, games, and other virtual reality applications. In this paper, a real-time method for simulating integrated ocean environment, including sky sphere, atmospheric system and ocean wave model, is proposed. By this method, the effect of cloud floating in sky sphere is obtained through texture perturbation, while the atmospheric system realizes the air scattering and absorbing effect. The ocean wave model constructs ocean surface mesh by Sine wave and realizes the bumping effect of ocean surface through normal disturbance of bump map method. For the lightening computation of ocean wave, the incident ray can be obtained by sampling the sky sphere and the reflecting light ray can then be calculated through the principle of mirror reflection. The proposed algorithm can be easily accelerated by GPU hardware. Experiments show that the method is easy to implement, and is effective to render ocean at high frame rate.