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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)

info:eu-repo/grantAgreement/MICINN//TIN2010-21089-C03-01/ES/CONTENIDO DIGITAL PARA JUEGOS SERIOS: CREACION, GESTION, RENDERIZADO E INTERACCION/

Hindawi Publishing Corporation

Manager: Ministerio de Ciencia e Innovaci贸n (Espanya)
Generalitat de Catalunya. Ag猫ncia de Gesti贸 d鈥橝juts Universitaris i de Recerca
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
Document access: http://hdl.handle.net/10256/11661
Language: eng
Publisher: Hindawi Publishing Corporation
Collection: info:eu-repo/semantics/altIdentifier/doi/10.1155/2014/979418
info:eu-repo/semantics/altIdentifier/issn/2356-6140
info:eu-repo/semantics/altIdentifier/eissn/1537-744X
AGAUR/2009-2014/2009 SGR-643
Is part of: info:eu-repo/grantAgreement/MICINN//TIN2010-21089-C03-01/ES/CONTENIDO DIGITAL PARA JUEGOS SERIOS: CREACION, GESTION, RENDERIZADO E INTERACCION/
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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