GPU-based ocean rendering

Yung Feng Chiu*, Chun Fa Chang

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

17 Citations (Scopus)

Abstract

We present efficient algorithms for real-time rendering of ocean using the newest features of programmable graphics processors (GPU). Ft differs from previous works in three aspects: adaptive GPU-based ocean surface tessellation, sophisticated optical effects for shallow water, and spray dynamics for oscillating waves. Our tessellation scheme not only offers easier level-of-detail (LOD) control but also avoids the loading of vertex attributes from CPU to GPU at each frame. The object-space wave sampling approach allows us to produce sophisticated optical effects for shallow water and implement a state-preserving particle system for simulating spray motions interactively.

Original languageEnglish
Title of host publication2006 IEEE International Conference on Multimedia and Expo, ICME 2006 - Proceedings
Pages2125-2128
Number of pages4
DOIs
Publication statusPublished - 2006
Externally publishedYes
Event2006 IEEE International Conference on Multimedia and Expo, ICME 2006 - Toronto, ON, Canada
Duration: 2006 Jul 92006 Jul 12

Publication series

Name2006 IEEE International Conference on Multimedia and Expo, ICME 2006 - Proceedings
Volume2006

Other

Other2006 IEEE International Conference on Multimedia and Expo, ICME 2006
Country/TerritoryCanada
CityToronto, ON
Period2006/07/092006/07/12

ASJC Scopus subject areas

  • Media Technology
  • Electrical and Electronic Engineering

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