Results 1 - 10
of
11
Computer graphics for water modeling and rendering: a survey
- Future Generation Computer Systems
, 2004
"... A key topic in computer graphics is the realistic representation of natural phenomena. Among the natural objects, one of the most interesting (and most difficult to deal with) is water. Its inherent complexity, far beyond that of most artificial objects, represents an irresistible challenge for the ..."
Abstract
-
Cited by 16 (0 self)
- Add to MetaCart
(Show Context)
A key topic in computer graphics is the realistic representation of natural phenomena. Among the natural objects, one of the most interesting (and most difficult to deal with) is water. Its inherent complexity, far beyond that of most artificial objects, represents an irresistible challenge for the computer graphics world. Thus, during the last two decades we have witnessed an increasing number of papers addressing this problem from several points of view. However, the computer graphics community still lacks a survey classifying the vast literature on this topic, which is certainly unorganized and dispersed and hence, difficult to follow. This paper aims to fill this gap by offering a historical survey on the most relevant computer graphics techniques developed during the 1980s and 1990s for realistic modeling, rendering and animation of water.
Real-time Breaking Waves for Shallow Water Simulations
"... We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time a ..."
Abstract
-
Cited by 16 (0 self)
- Add to MetaCart
(Show Context)
We present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today’s commodity hardware. 1
Real-Time Synthesis and Rendering of Ocean Water
- In ATI Research Technical Report. Marlboro
, 2005
"... displacement and shading. (b) Low frequencies used for displacement and all frequencies used for shading. (c) Damping of high frequencies closer to the camera due to shallow water and presence of vegetation. We present a multi-band Fourier domain approach to synthesizing and rendering deep-water oce ..."
Abstract
-
Cited by 14 (0 self)
- Add to MetaCart
(Show Context)
displacement and shading. (b) Low frequencies used for displacement and all frequencies used for shading. (c) Damping of high frequencies closer to the camera due to shallow water and presence of vegetation. We present a multi-band Fourier domain approach to synthesizing and rendering deep-water ocean waves entirely on the graphics processor. Our technique begins by using graphics hardware to generate and animate a Fourier domain spectrum of ocean water. We subsequently use the graphics hardware to apply an IFFT to transform the spectrum into a realistic height map of ocean water in the spatial domain. As a result, this technique can be used to efficiently synthesize and render height maps and normal maps which are spatially periodic. GPU-synthesized low frequency height maps are used to displace geometry while broad spectrum GPU-synthesized waveforms are used to generate a normal map for shading. The model also allows for compositing of other waveforms such as wakes or eddies caused by objects interacting with the water. The primary contributions of this work are the use of the GPU to perform all synthesis and rendering steps as well as the multi-band approach which enables efficient simulation of the natural filtering of high frequencies at different points on the water surface due to depth variation or the presence of plant matter. 1
Distributed under a Creative Commons Attribution 4.0 International License Ipas: Interactive Phenomenological Animation of the Sea
, 2015
"... HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte p ..."
Abstract
- Add to MetaCart
(Show Context)
HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.
Real-time Interactive Water Waves Water Wave Simulation for Computer Games
"... Abstract In this master thesis report a new method for simulating waters surface waves is presented. The method is well adapted for real-time applications and has been developed with computer games in mind. By simulating the water surface at several different resolutions simultaneously using a cons ..."
Abstract
- Add to MetaCart
(Show Context)
Abstract In this master thesis report a new method for simulating waters surface waves is presented. The method is well adapted for real-time applications and has been developed with computer games in mind. By simulating the water surface at several different resolutions simultaneously using a construction similar to Laplacian Pyramids dispersion is handled approximately resulting in a complex behaviour. The simulation is also extended with a dynamic level of detail method and phenomenological models for boundaries and high frequency waves. This method is prototyped inside the Frostbite™ engine developed at EA™ DICE™ and runs at 3 ms per time step on a single core of a Intel™ Xeon™ processor with high quality results. Referat Interaktiva vattenvågor i realtid Denna rapport presenterar resultaten för ett examensarbete om simulering av vattenvågor. En ny metod för att simulera vattenvågor presenteras. Denna metod är anpassad för realtids-tillämpningar och har utvecklats med datorspel i åtanke. Genom att simulera en vattenyta med flera upplösningar samtidigt i en pyramidstruktur hanteras dispersion approximativt. Simuleringen varierar dynamiskt upplösning beroende på avstånd till observatören och för att öka detaljnivån finns ett fenomenologiskt detaljsystem. En prototyp har utvecklats inuti spelmotorn Frostbite™som utvecklats av EA™ DICE™. Prototypen simulerar ett steg på 3 ms men en kärna hos en Intel™ Xeno™-processor med bra resultat.
Visual Programming
"... In this paper we present a method for modeling and rendering fast moving bodies of water such as rivers in real-time. Rather than use a static polygonal surface, the water surface is represented as a height map on the GPU and is rendered using the recent GPUbased height map rendering algorithms. A s ..."
Abstract
- Add to MetaCart
In this paper we present a method for modeling and rendering fast moving bodies of water such as rivers in real-time. Rather than use a static polygonal surface, the water surface is represented as a height map on the GPU and is rendered using the recent GPUbased height map rendering algorithms. A simple ray tracer allows fast computation of reflections and refractions. It runs at high frame rates due to effective use of modern graphics hardware, and is intended for use in real-time applications such as video games.
AS
"... Abstract—We present techniques to improve visual realism in an interactive surgical simulation application: a mastoidectomy simulator that offers a training environment for medical residents as a complement to using a cadaver. As well as displaying the mastoid bone through volume rendering, the simu ..."
Abstract
- Add to MetaCart
(Show Context)
Abstract—We present techniques to improve visual realism in an interactive surgical simulation application: a mastoidectomy simulator that offers a training environment for medical residents as a complement to using a cadaver. As well as displaying the mastoid bone through volume rendering, the simulation allows users to experience haptic feedback and appropriate sound cues while controlling a virtual bone drill and suction/irrigation device. The techniques employed to improve realism consist of a fluid simulator and a shading model. The former allows for deformable boundaries based on volumetric bone data, while the later gives a wet look to the rendered bone to emulate more closely the appearance of the bone in a surgical environment. The fluid rendering includes bleeding effects, meniscus rendering, and refraction. We incorporate a planar computational fluid dynamics simulation into our three-dimensional rendering to effect realistic blood diffusion. Maintaining real-time performance while drilling away bone in the simulation is critical for engagement with the system. Index Terms—Health, virtual reality, volume rendering, blood
Real Time Physics Class Notes
"... 1.1 Real-time vs. Off-line Physics........................ 5 ..."
Ipas: Interactive Phenomenological Animation of the Sea
"... No current real time animation model of the sea simultaneously holds account of a heterogeneous water plane up to 10 km2 with the local effects of breakings, winds, currents and shallow waters on wave groups, and this on all the wavelength scales, phenomena however essential so that maritime simulat ..."
Abstract
- Add to MetaCart
(Show Context)
No current real time animation model of the sea simultaneously holds account of a heterogeneous water plane up to 10 km2 with the local effects of breakings, winds, currents and shallow waters on wave groups, and this on all the wavelength scales, phenomena however essential so that maritime simulation could have meaning for sailors and remains physically believable for the eyes of oceanographers. We propose a new approach for the real time simulation of the sea: in-stead of numerically solving Navier-Stokes equations on a grid of points, we use oceanographical results both from theory and experiments for modeling autonomous entities, interacting in a multi agent system with-out any predefined grid. Our model ipas (Interactive Phenomenological Animation of the Sea) includes entities such as wave groups, active and passive breakings, local winds, shallow waters and currents. Some of the whole set of interactions are modeled. KEY WORDS: wave field animation; phenomenological simu-lation; multi agent system; wave groups; breakings; interactions.