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GPU-Based Real-time Simulation and Rendering of Unbounded Ocean Surface

机译:基于GPU的无界海洋表面实时仿真和渲染

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We present a multi-resolution mesh model of the ocean surface based on a straightforward terrain LOD scheme, Tiled Quad-tree, with that the region of ocean surface can be extended limit less ly and readily adapted for GPU acceleration. We have introduced the concept of Wrapped Fractal Surface (WFS) for generating height field map of the ocean. Through WFS self-mapping, we can create a series of WFS and obtain the height field map at discrete times without repeating tiles. By interpolating the height map at regular intervals we can build an ocean surface continuously and dynamically. This paper also studied shallow ocean waves concerned about affects of seaboard and underwater terrain. Experimental results showed that our approach was effective and would satisfy the requirements of a realistic real-time navigation for large-scale seascape.
机译:我们基于简单的地形LOD方案Tiled Quad-tree,提出了一种多分辨率的海面网格模型,该方法可将海面区域扩展的范围减少得更小,并易于适应GPU加速。我们介绍了包裹分形曲面(WFS)的概念,用于生成海洋的高度场图。通过WFS自映射,我们可以创建一系列WFS,并在不重复图块的情况下离散时间获取高度场图。通过定期对高度图进行插值,我们可以连续动态地构建海洋表面。本文还研究了关注沿海和水下地形影响的浅海浪。实验结果表明,我们的方法是有效的,并且可以满足对大型海景进行逼真的实时导航的要求。

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