Shader-based visual simulation of ocean wave
Dept. of First, Guilin Air Force Acad., Guilin, China
The 2nd International Conference on Computer and Automation Engineering (ICCAE), 2010
@inproceedings{chen2010shader,
title={Shader-based visual simulation of ocean wave},
author={Chen, J. and Yuan, Y. and Yang, J.},
booktitle={Computer and Automation Engineering (ICCAE), 2010 The 2nd International Conference on},
volume={1},
pages={635–638},
organization={IEEE}
}
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 while giving access to the latest functionalities of graphics cards. Our water simulation is divided into four stages: wave generation, surface tessellation, optical simulation, and water surface rendering. We are satisfied with the result from implementing the respective stages’s shader.
June 9, 2011 by hgpu