ACM Transactions on Graphics (TOG)
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th 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
Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Height distributional distance transform methods for height field ray tracing
ACM Transactions on Graphics (TOG)
Height-field fluids for computer graphics
WSC '91 Proceedings of the 23rd conference on Winter simulation
Interactive animation of ocean waves
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
A simple fluid solver based on the FFT
Journal of Graphics Tools
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
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
Animating pictures with stochastic motion textures
ACM SIGGRAPH 2005 Papers
Layered motion field visualization: perceptual issues
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
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
Terrain Synthesis Based on Microscopic Terrain Feature
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
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
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
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
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
A spectral-particle hybrid method for rendering falling snow
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
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Considerable interest in scene synthesis has focused on fractal techniques such as 1/f noise filtering. However, these techniques produce poor synthetic ocean scenes. A superior technique is presented here that used an empirical sea spectrum model to represent a fully developed sea in nautre. A computer program has been written whereby a user supplies a wind velocity, and a two-dimensional Fourier-domain filter is created whose shape is decribed by the modified Pierson-Moskowitz spectrum. A white-noise image can then be filtered and rendered with a ray-tracing algorithm to produce a realistic ocean scene. Wave motion may be invoked by manipulating teh phase of the Fourier-transormed white-noise image. Several phase-manipulating techniques have been implemented.