Simulation of shallow water based on shader
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}
}
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.
June 25, 2011 by hgpu