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Water simulation based on HLSL

Xuejun Li, Meng Xu
Sch. of Comput. Sci. & Technol., Southwest Univ. of Sci. & Technol., Mianyang, China
IEEE International Conference on Network Infrastructure and Digital Content, 2009. IC-NIDC 2009

@inproceedings{li2009water,

   title={Water simulation based on HLSL},

   author={Li, X. and Xu, M.},

   booktitle={Network Infrastructure and Digital Content, 2009. IC-NIDC 2009. IEEE International Conference on},

   pages={1066–1069},

   year={2009},

   organization={IEEE}

}

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Water simulation has been a hot spot in the research of computer graphics, especially in 3D games and animations. In this paper, we propose a convenient method for simulating and rendering large bodies of water on the computer’s graphic processing unit (GPU). This method can be implemented using high level shading language (HLSL) with high speed as the vertex processing is realized based on GPU hardware. Experimental results demonstrate that the simulation in this method is realistic, rapid and applicable in the real-time rendering applications.
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