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View-Dependent Tessellation and Simulation of Ocean Surfaces

Modeling and rendering realistic ocean scenes have been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations where a high degree of realism is achieved. Nevertheless, among the solutions to ocean rendering, real-time management of the huge heightmaps that are necessary for rendering an ocean scene is still not solved. We propose a new technique for simulating the ocean surface on GPU. This technique is capable of offering view-dependent approximations of the mesh while maintaining coherence among the extracted approximations. This feature is very important as most solutions previously presented must retessellate from the initial mesh. Our solution is able to use the latest extracted approximation when refining or coarsening the mesh

This work was supported by the Spanish Ministry of Science and Technology (Projects TIN2010-21089-C03-03 and TIN2010-21089-C03-01), Feder Funds, Bancaixa (Project P1.1B2010-08), Catalan Government (2009-SGR-643), and Generalitat Valenciana (Project PROMETEO/2010/028)

Scientific World Journal, 2014, Article ID 979418, 12 p.

Hindawi Publishing Corporation

Author: Puig Centelles, Anna
Ramos, Francisco
Ripolles, Oscar
Chover, Miguel
Sbert, Mateu
Date: 2014
Abstract: Modeling and rendering realistic ocean scenes have been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations where a high degree of realism is achieved. Nevertheless, among the solutions to ocean rendering, real-time management of the huge heightmaps that are necessary for rendering an ocean scene is still not solved. We propose a new technique for simulating the ocean surface on GPU. This technique is capable of offering view-dependent approximations of the mesh while maintaining coherence among the extracted approximations. This feature is very important as most solutions previously presented must retessellate from the initial mesh. Our solution is able to use the latest extracted approximation when refining or coarsening the mesh
This work was supported by the Spanish Ministry of Science and Technology (Projects TIN2010-21089-C03-03 and TIN2010-21089-C03-01), Feder Funds, Bancaixa (Project P1.1B2010-08), Catalan Government (2009-SGR-643), and Generalitat Valenciana (Project PROMETEO/2010/028)
Format: application/pdf
Citation: 022799
ISSN: 2356-6140 (versi贸 paper)
1537-744X (versi贸 electr貌nica)
Document access: http://hdl.handle.net/10256/11661
Language: eng
Publisher: Hindawi Publishing Corporation
Collection: MICINN/PN 2011-2013/TIN2010-21089-C03-01
AGAUR/2009-2014/2009 SGR-643
Reproducci贸 digital del document publicat a: http://dx.doi.org/10.1155/2014/979418
Articles publicats (D-IMA)
Is part of: Scientific World Journal, 2014, Article ID 979418, 12 p.
Rights: Tots els drets reservats
Subject: Simulaci贸, M猫todes de
Simulation methods
Imatges -- Processament
Image processing
Visi贸 per ordinador
Computer vision
Animaci贸 per ordinador
Computer animation
Title: View-Dependent Tessellation and Simulation of Ocean Surfaces
Type: info:eu-repo/semantics/article
Repository: DUGiDocs

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