Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
IEEE Transactions on Visualization and Computer Graphics
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We present a scalable method to procedurally animate and render vast ocean scenes with whitecaps on the GPU. The whitecap coverage on the ocean surface is determined using a wave deformation criteria which can be pre-filtered linearly. This allows us to take advantage of the fast mip-mapping and texture filtering capabilities of modern hardware and produce plausible and anti-aliased images for scales ranging from centimetric to planetary in real time.