SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Toward interactive-rate simulation of fluids with moving obstacles using Navier-Stokes equations
Graphical Models and Image Processing
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Water rendering is one of the most computationally demanding task in computer graphics. Because of its computational complexity, real-time water rendering requires high-end hardwares. In this paper, we present a new algorithm for real-time rendering of large bodies of water such as open seas and oceans which results in an improved efficiency. Using interactive frustum, water surface can be fluidly calculated as a function of height given and interaction with another player in games. This results in an efficient yet realistic method for rendering large bodies of water without requiring as much computational power.