{"id":2087,"date":"2010-12-15T15:08:47","date_gmt":"2010-12-15T15:08:47","guid":{"rendered":"http:\/\/hgpu.org\/?p=2087"},"modified":"2010-12-15T15:08:47","modified_gmt":"2010-12-15T15:08:47","slug":"real-time-multi-band-synthesis-of-ocean-water-with-new-iterative-up-sampling-technique","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=2087","title":{"rendered":"Real-time multi-band synthesis of ocean water with new iterative up-sampling technique"},"content":{"rendered":"<p>Adapting natural phenomena rendering for real-time applications has become a common practice in computer graphics. We propose a GPU-based multi-band method for optimized synthesis of &#8220;far from coast&#8221; ocean waves using an empirical Fourier domain model. Instead of performing two independent syntheses for low- and high-band frequencies of ocean waves, we perform only low-band synthesis and employ results to reproduce high frequency details of ocean surface by an optimized iterative up-sampling stage. Our experimental results show that this approach greatly improves the performance of original multi-band synthesis while maintaining image quality.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Adapting natural phenomena rendering for real-time applications has become a common practice in computer graphics. We propose a GPU-based multi-band method for optimized synthesis of &#8220;far from coast&#8221; ocean waves using an empirical Fourier domain model. Instead of performing two independent syntheses for low- and high-band frequencies of ocean waves, we perform only low-band synthesis [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[11,3],"tags":[1782,480,20,924,297,144],"class_list":["post-2087","post","type-post","status-publish","format-standard","hentry","category-computer-science","category-paper","tag-computer-science","tag-directx","tag-nvidia","tag-nvidia-geforce-7600-go","tag-real-time-graphics","tag-rendering"],"views":1985,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2087","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2087"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2087\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2087"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2087"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2087"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}