DocumentCode :
657876
Title :
CUDA-Based Real-Time Unbounded Ocean Rendering
Author :
Hao Pan ; Yalin Zhang
Author_Institution :
State Key Lab. of Virtual Reality Technol. & Syst., Beihang Univ., Beijing, China
fYear :
2013
fDate :
14-15 Sept. 2013
Firstpage :
81
Lastpage :
86
Abstract :
Height field and grid data are frequently updated during simulation of large scale ocean water, which reduces the frame rates of whole virtual scene. A CUDA-based framework for unbounded real-time ocean rendering is proposed in this paper. Firstly, height field data is calculated on GPU using FFT method. Then the whole view frustum dependent dynamic grid is created by an adaptive algorithm with continuous LOD, and positions of vertices are updated in CUDA kernels. Finally, normal map is generated using height field data on GPU and blended with perlin noise to shade ocean surface. Data transferred between GPU memory and primary memory is constrained during rendering loop. Experiments show the proposed framework achieves several times of speedup in grid updating efficiency than CPU implementation, and gets real-time and realistic ocean rendering results as well.
Keywords :
fast Fourier transforms; geophysics computing; graphics processing units; rendering (computer graphics); seawater; CUDA-based realtime unbounded ocean rendering; FFT method; GPU; adaptive algorithm; compute unified device architecture; continuous LOD; fast Fourier transforms; frustum dependent dynamic grid; graphics processing unit; large scale ocean water simulation; level-of-detail; perlin noise; rendering loop; virtual scene; Computational modeling; Graphics processing units; Kernel; Rendering (computer graphics); Sea surface; Standards; Adaptive grid; CUDA; Ocean simulation; Realistic rendering;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Virtual Reality and Visualization (ICVRV), 2013 International Conference on
Conference_Location :
Xi´an
Type :
conf
DOI :
10.1109/ICVRV.2013.21
Filename :
6689400
Link To Document :
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