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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

Director: Ministerio de Ciencia e Innovación (Espanya)
Generalitat de Catalunya. Agència de Gestió d’Ajuts Universitaris i de Recerca
Autor: Puig Centelles, Anna
Ramos, Francisco
Ripolles, Oscar
Chover, Miguel
Sbert, Mateu
Data: 2014
Resum: 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
Accés al document: http://hdl.handle.net/10256/11661
Llenguatge: eng
Editor: Hindawi Publishing Corporation
Col·lecció: 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
És part de: info:eu-repo/grantAgreement/MICINN//TIN2010-21089-C03-01/ES/CONTENIDO DIGITAL PARA JUEGOS SERIOS: CREACION, GESTION, RENDERIZADO E INTERACCION/
Drets: Tots els drets reservats
Matèria: Simulació, Mètodes de
Simulation methods
Imatges -- Processament
Image processing
Visió per ordinador
Computer vision
Animació per ordinador
Computer animation
Títol: View-Dependent Tessellation and Simulation of Ocean Surfaces
Tipus: info:eu-repo/semantics/article
Repositori: DUGiDocs

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