Title :
Simulation of shallow water based on shader
Author :
He, Nan ; Chen, Jun
Author_Institution :
Phys. & Inf. Technol. Dept., Guilin Normal Coll., Guilin, China
Abstract :
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.
Keywords :
geophysics computing; ocean waves; oceanographic techniques; rendering (computer graphics); Cg shading language; fragment processing; light refraction; ocean wave simulation; optical simulation; reflection representation; shader; shallow water simulation; surface tessellation; vertex processing; water surface rendering; wave generation; Computational modeling; Equations; Gravity; Ocean waves; Optical refraction; Optical surface waves; Sea surface; Solid modeling; Surface topography; Surface waves; GPU; ocean wave; shader; shallow water;
Conference_Titel :
Advanced Computer Control (ICACC), 2010 2nd International Conference on
Conference_Location :
Shenyang
Print_ISBN :
978-1-4244-5845-5
DOI :
10.1109/ICACC.2010.5487212