{"title":"Modeling waves and surf","authors":"D. Peachey","doi":"10.1145/15922.15893","DOIUrl":null,"url":null,"abstract":"Although modeling natural phenomena is recognized as one of the greatest challenges of computer graphics, relatively little time has been spent on modeling ocean waves. The model presented in this paper is suitable for the rendering and animation of waves approaching and breaking on a sloping beach. Waveforms consist of a phase function which correctly produces wave refraction and other depth effects, and a wave profile which changes according to wave steepness and water depth. Particle systems are used to model the spray produced by wave breaking and collisions with obstacles. A scanline algorithm for displaying the wave surface is presented, along with a method of integrating separately rendered particle systems with other surfaces. Hidden surface removal for both waves and particles is done using a novel variation of the A-buffer technique. Methods of implementing the model are presented and compared with previous rendering techniques.","PeriodicalId":20524,"journal":{"name":"Proceedings of the 13th annual conference on Computer graphics and interactive techniques","volume":"85 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"1986-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"281","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 13th annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/15922.15893","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 281

Abstract

Although modeling natural phenomena is recognized as one of the greatest challenges of computer graphics, relatively little time has been spent on modeling ocean waves. The model presented in this paper is suitable for the rendering and animation of waves approaching and breaking on a sloping beach. Waveforms consist of a phase function which correctly produces wave refraction and other depth effects, and a wave profile which changes according to wave steepness and water depth. Particle systems are used to model the spray produced by wave breaking and collisions with obstacles. A scanline algorithm for displaying the wave surface is presented, along with a method of integrating separately rendered particle systems with other surfaces. Hidden surface removal for both waves and particles is done using a novel variation of the A-buffer technique. Methods of implementing the model are presented and compared with previous rendering techniques.
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模拟波浪和冲浪
虽然对自然现象进行建模被认为是计算机图形学的最大挑战之一,但对海浪进行建模的时间相对较少。本文所建立的模型适用于斜坡海滩上波浪接近和破碎的渲染和动画。波形由相函数和波廓线组成,相函数能正确地产生波折射和其他深度效应,而波廓线则随波陡和水深的变化而变化。粒子系统用于模拟波浪破碎和与障碍物碰撞产生的喷雾。提出了一种用于显示波浪表面的扫描线算法,以及将单独渲染的粒子系统与其他表面集成的方法。波和粒子的隐藏表面去除使用了a缓冲技术的一种新变体。给出了模型的实现方法,并与以往的渲染技术进行了比较。
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