{"title":"Visual Effects for Real Time Ocean Water Rendering","authors":"Leonard D. Litvak, L. Deligiannidis","doi":"10.1109/iiai-aai53430.2021.00138","DOIUrl":null,"url":null,"abstract":"It is complex to visually represent the surface of ocean water because it is comprised of a multitude of visual effects such as transparency, translucency, and subsurface scattering. We implemented a diverse set of real time rendering techniques by which we achieved a fast and realistic looking ocean simulation. Though our combination of techniques, we are able to achieve realistic-looking ocean water while staying within the technical constraints of real-time rendering at 60 frames per second. To illustrate this, we created a GPU-accelerated rendered utilizing OpenGL containing an implementation of these techniques, combined, for the purpose of rendering ocean water. A full suite of systems was implemented for the ocean rendering engine, including waveform simulation, efficient projection of the ocean onto a perceived infinite grid, dynamic lighting, and all the associated rendering subsystems. Through our combination of our selected techniques, we were able to create a realistic approximation of an infinite ocean surface rendered in only several milliseconds per frame.","PeriodicalId":414070,"journal":{"name":"2021 10th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"57 ","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 10th International Congress on Advanced Applied Informatics (IIAI-AAI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/iiai-aai53430.2021.00138","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
It is complex to visually represent the surface of ocean water because it is comprised of a multitude of visual effects such as transparency, translucency, and subsurface scattering. We implemented a diverse set of real time rendering techniques by which we achieved a fast and realistic looking ocean simulation. Though our combination of techniques, we are able to achieve realistic-looking ocean water while staying within the technical constraints of real-time rendering at 60 frames per second. To illustrate this, we created a GPU-accelerated rendered utilizing OpenGL containing an implementation of these techniques, combined, for the purpose of rendering ocean water. A full suite of systems was implemented for the ocean rendering engine, including waveform simulation, efficient projection of the ocean onto a perceived infinite grid, dynamic lighting, and all the associated rendering subsystems. Through our combination of our selected techniques, we were able to create a realistic approximation of an infinite ocean surface rendered in only several milliseconds per frame.