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...

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Detalles Bibliográficos
Autores: Puig Centelles, Anna, Ramos, Francisco, Ripolles, Oscar, Chover, Miguel, Sbert, Mateu
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2014
País:España
Institución:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
Repositorio:Recercat. Dipósit de la Recerca de Catalunya
OAI Identifier:oai:recercat.cat:10256/11661
Acceso en línea:http://hdl.handle.net/10256/11661
Access Level:acceso embargado
Palabra clave:Simulació, Mètodes de
Simulation methods
Imatges -- Processament
Image processing
Visió per ordinador
Computer vision
Animació per ordinador
Computer animation
Descripción
Sumario: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