View-Dependent Tessellation and Simulation of Ocean Surfaces

Author:

Puig-Centelles Anna1,Ramos Francisco2,Ripolles Oscar3ORCID,Chover Miguel2,Sbert Mateu4

Affiliation:

1. Neuroscience Division, Starlab Barcelona, 08022 Barcelona, Spain

2. Department de Llenguatges i Sistemes Informatics, Universitat Jaume I, 12071 Castellon, Spain

3. Neuroelectrics, 08022 Barcelona, Spain

4. Department of Informatica i Matematica Aplicada, Universitat de Girona, 17071 Girona, Spain

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.

Funder

Spanish Ministry of Science and Technology

Publisher

Hindawi Limited

Subject

General Environmental Science,General Biochemistry, Genetics and Molecular Biology,General Medicine

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Physically accurate real-time synthesis of ocean waves for maritime simulators;Applied Ocean Research;2024-02

2. Simulation and Control Applications Based on PM Wave Spectra;2022 7th International Conference on Automation, Control and Robotics Engineering (CACRE);2022-07

3. A real-time photo-realistic rendering algorithm of ocean color based on bio-optical model;Journal of Ocean University of China;2016-11-08

4. Characterization of Multiresolution Models for Real-Time Rendering in GPU-Limited Environments;Articulated Motion and Deformable Objects;2016

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