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
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th 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
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast bilateral filtering for the display of high-dynamic-range images
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Spatio-Temporal Photon Density Estimation Using Bilateral Filtering
CGI '04 Proceedings of the Computer Graphics International
Real-time reflection mapping with parallax
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive refraction on complex static geometry using spherical harmonics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Realistic, real-time rendering of ocean waves: Research Articles
Computer Animation and Virtual Worlds - Game Technologies
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Light field techniques for reflections and refractions
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Mode-splitting for highly detailed, interactive liquid simulation
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Preliminary design of rowing simulator for in-door skill training
Proceedings of the 2008 Ambi-Sys workshop on Haptic user interfaces in ambient media systems
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-time open water environments with interacting objects
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
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We present a real-time technique to render realistic water volumes. Water volumes are represented as the space enclosed between a ground heightfield and an animable water surface heightfield. This representation allows the application of recent GPU-based heightfield rendering algorithms. Our method is a simplified raytracing approach which correctly handles reflections and refractions and allows us to render complex effects such as light absorption, refracted shadows and refracted caustics. It runs at high framerates by exploiting the power of the latest graphic cards, and could be used in real-time applications like video games, or interactive simulation.