4460

Simulation of shallow water based on shader

Nan He, Jun Chen
Phys. & Inf. Technol. Dept., Guilin Normal Coll., Guilin, China
2nd International Conference on Advanced Computer Control (ICACC), 2010

@inproceedings{he2010simulation,

   title={Simulation of shallow water based on shader},

   author={He, N. and Chen, J.},

   booktitle={Advanced Computer Control (ICACC), 2010 2nd International Conference on},

   volume={4},

   pages={199–202},

   organization={IEEE},

   year={2010}

}

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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 kinds of wave in shallow water. Rendering makes use of Cg shading language on consumer-level GPU to allow for a representation of reflection, refraction of light. We are satisfied with the result from implementing the respective stage’s shader.
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