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Fast water animation using the wave equation with damping. http://www.u-aizu.ac.jp/ñiki/papers/2005%20Fast%20water%20animation.pdf, (visited 14 (2007)

by Y Nishidate, G P Nikishkov
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Examiner: Per Lindström

by Morgan Nätterlund , 2008
"... Water covers 71 % of our planet. This makes it an important element to simulate when visualising outdoor environments in the computer world. Water simulations can almost always be divided into two parts, a physical part and a visual part. This thesis tries to introduce a visualisation technique to a ..."
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Water covers 71 % of our planet. This makes it an important element to simulate when visualising outdoor environments in the computer world. Water simulations can almost always be divided into two parts, a physical part and a visual part. This thesis tries to introduce a visualisation technique to achieve high frame rates when rendering many water surfaces with different local reflections. This technique is aimed to work on planar surfaces with almost still water. To achieve this in real-time this thesis only recalculates the reflections at specific intervals. The technique used is a linear interpolation between two accumulated reflections according to the current time that produce a smooth transformation between reflections. The introduced approach generates a lot of overhead but it works well as long as the viewer do not move fast parallel to the
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