Visual Effects for Real Time Ocean Water Rendering

Leonard D. Litvak, L. Deligiannidis
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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.
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实时海水渲染的视觉效果
海水表面的视觉表现是复杂的,因为它由许多视觉效果组成,如透明、半透明和水下散射。我们实现了一套不同的实时渲染技术,通过它我们实现了一个快速和逼真的海洋模拟。通过我们的技术组合,我们能够在保持实时渲染每秒60帧的技术限制内实现逼真的海水。为了说明这一点,我们利用OpenGL创建了一个gpu加速渲染,其中包含了这些技术的实现,结合起来,用于渲染海水。为海洋渲染引擎实现了一套完整的系统,包括波形模拟、海洋在可感知的无限网格上的有效投影、动态照明和所有相关的渲染子系统。通过我们选择的技术组合,我们能够在每帧仅几毫秒的时间内创建无限海洋表面的逼真近似值。
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