Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
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
A theoretical and empirical analysis of coherent ray-tracing
Proceedings of Graphics Interface '85 on Computer-generated images: the state of the art
Fourier Synthesis of Ocean Scenes
IEEE Computer Graphics and Applications
Computer graphics and geometric modeling using Beta-splines
Computer graphics and geometric modeling using Beta-splines
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
Scan line methods for displaying parametrically defined surfaces
Communications of the ACM
An improved illumination model for shaded display
Communications of the ACM
Texture and reflection in computer generated images
Communications of the ACM
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Computer Methods for Mathematical Computations
Computer Methods for Mathematical Computations
Local control of bias and tension in beta-splines
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Vectorized procedural models for natural terrain: Waves and islands in the sunset
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
An Adaptive Subdivision Method With Crack Prevention for Rendering
An Adaptive Subdivision Method With Crack Prevention for Rendering
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
The beta-spline: a local representation based on shape parameters and fundamental geometric measures
The beta-spline: a local representation based on shape parameters and fundamental geometric measures
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Surface Shape Reconstruction of a Nonrigid Transport Object Using Refraction and Motion
IEEE Transactions on Pattern Analysis and Machine Intelligence
Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th 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
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
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
A Fluid-Based Soft-Object Model
IEEE Computer Graphics and Applications
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Animation and control of breaking waves
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Visualizing Cortical Waves and Timing from Data
VIS '04 Proceedings of the conference on Visualization '04
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Interactive image-space refraction of nearby geometry
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive refraction on complex static geometry using spherical harmonics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2007 papers
Simulation of shallow-water waves in coastal region for marine simulator
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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
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
Hi-index | 0.00 |
The graphical simulation of a certain subset of hydrodynamics phenomena is examined. New algorithms for both modeling and rendering these complex phenomena are presented.The modeling algorithms deal with wave refraction in an ocean. Waves refract in much the same way as light. In both cases, the equation that controls the change in direction is Snell's law. Ocean waves are continuous but can be discretely decomposed into wave rays or wave orthogonals. These wave orthogonals are wave-traced in a manner similar to the rendering algorithm of ray-tracing. The refracted wave orthogonals are later traversed and their height contributions to the final surface are calculated using a sinusoidal shape approximation and the principle of wave superposition. The surface is then represented by Beta-splines, using the tension (or &bgr;2) shape parameter to easily add more complexity to the surface.The rendering algorithms are based on the use of texture maps and Fresnel's law of reflection. In each algorithm, two texture maps are used to simulate reflection and refraction. Based on surface normal orientation and Fresnel's law, a weighting is calculated that determines what fractions of reflected color and refracted color are assigned to a point. These algorithms are more efficient, though less accurate, alternatives to standard ray-tracing techniques.