Computer Graphics & Synthesis of Ocean Wave Models and Simulation Using GPU


The KIPS Transactions:PartA, Vol. 14, No. 7, pp. 421-434, Dec. 2007
10.3745/KIPSTA.2007.14.7.421,   PDF Download:

Abstract

Among many other CG generated natural scenes, the representation of ocean surfaces is one of the most complicated and time-consum ing problem because of its large extent and complex surface movement. We present a hybrid method to represent and animate unbound deep-water ocean surfaces by utilizing graphics processor as both simulation and rendering core. Our technique is mainly based on spectral approaches that generate a high-detailed height field using Fourier transform on a 2D regular grid. Additionally, we incorporate Gerstner model and generate low-detailed height field on a 2D projected grid in order to represent large waves and main structure of ocean surface. There is no interruption between CPU and GPU, and no need to transfer simulation results from the system memory to graphics hardware because the entire simulation and rending processes are done on graphics processor. As a result we can synthesize and render realistic water surfaces in real-time. Proposed techniques are readily adoptable to real-time applications such as computer games that have heavy work load on CPU but still demand plausible natural scenes.


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Cite this article
[IEEE Style]
D. M. Lee and S. K. Lee, "Computer Graphics & Synthesis of Ocean Wave Models and Simulation Using GPU," The KIPS Transactions:PartA, vol. 14, no. 7, pp. 421-434, 2007. DOI: 10.3745/KIPSTA.2007.14.7.421.

[ACM Style]
Dong Min Lee and Sung Kee Lee. 2007. Computer Graphics & Synthesis of Ocean Wave Models and Simulation Using GPU. The KIPS Transactions:PartA, 14, 7, (2007), 421-434. DOI: 10.3745/KIPSTA.2007.14.7.421.