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We introduce a method for simulate and render of ocean wave by vertex and fragment processing. The method is divided into four stages: wave generation, surface tessellation, optical simulation, and water surface rendering. Our implement not only is a simple wave by influence of terrain like previous work, but also a manipulative model by influence of the wind that are well suited for simulate all...
The shader in the GPU increases flexibility and enables customizations of vertex and fragment processing, and it also provides the programmer with various special effects essential in development of realistic 3D virtual scene. Compared to a CPU based simulation of the ocean water, the shader-based simulation in this paper reduces the complexity of the model by eliminating most fixed function parameters...
We introduce a composite method for simulation and rendering of breaking waves in computer graphics applications. The method generated not only a simple wave belt like previous work, but also a manipulative model by influence of the wind. The particle system we adopted combine POINT primitive as basic particle and fat particle as characteristics particle are well suited for simulate all kinds of spray...
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