![]() ![]() In the same year, Peachey proposed the generation of the heightfield by computing the superposition of several long-crested waveforms. One of the first descriptions of water waves in computer graphics was presented by Fournier and Reeves using Gerstner waves. Gerstner showed that the motion of each water particle is a circle of radius r around a fixed point, giving a wave profile that can be described by a mathematical function called trochoid. The physicist Gerstner presented the first theory in 1802 to approximate the solution to fluid dynamics by describing the surface in terms of motion of individual points on the surface. Parametric approaches represent the ocean surface as a sum of periodic functions which describe waves as a motion of particles. Lastly, Section 6 concludes the developed techniques and offers future lines of work. Section 5 presents the results obtained from a comprehensive study of the presented technique. ![]() Section 4 presents the oceans simulation process, which combines the tessellation technique with other processes to offer a realistic impression on GPU. Section 3 describes in detail the tessellation technique that we present. Section 2 presents related work for oceans simulation and also for tessellation techniques. Thus, in the paper that we are now presenting, we thoroughly describe the tessellating and animating technique and we offer as well a complete study of the performance of our proposal. Due to the space restrictions, in that paper, the authors merely proposed the tessellation technique for ocean rendering. The basic ideas of the solution presented in this paper were initially presented in a two-paged portfolio paper. Wave movements are simulated with Perlin noise on GPU. Figure 1 depicts a snapshot of a mesh simulating ocean movement in a given instant of the animation. It can be seen as the use of a displacement map to alter the position of each vertex. In these simulations, the height of each vertex is modified in real time to offer the sensation of wave movement. Other complex phenomena, such as foam, spray, or splashes, are usually modeled and rendered using particle systems. To avoid these shortcomings, Max used a heightfield to render wave surfaces for his film “ Carla's Island.” This approach is still followed and, therefore, oceans are usually simulated as unbounded water surfaces that are represented in the gaming environment as heightmaps. The approaches to simulate oceans that were based on bump mapping techniques cannot interact realistically with other surfaces or cast shadows on them. In his simulation, the ripples were created by bump mapping the surface, perturbing the surface normal according to a single sinusoidal function, and ray tracing was used to obtain reflections. Whitted was among the firsts to attempt the simulation of water. Thus, real-time applications usually used simplified models that still offer physical realism but guarantee high frame rates. Nevertheless, the game industry usually prefers to lose physical realism due to the high demand for real-time simulation. It is possible to find very complex mathematical models that simulate the behaviour of ocean waves, some of them are based on the direct observation of the sea. Describing ocean waves is a very complicated challenge, as oceans are composed of different elements that form a very complex system. ![]()
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