Real-time Water Rendering Based on the Graphics Hardware Acceleration
This paper presents an efficient method for water rendering in real-time by taking advantage of the parallelism and programmability of a GPU (Graphic Processing Unit). We propose a dynamical radial grid to tessellate the water surface and perform sampling and displacement mapping on the vertex shader. Some special effect is simulated to improve the photorealism of our real-time water rendering. The results show that our method is suitable for some real-time applications.
Water Rendering Displacement Mapping Graphics Processing Unit Real-Time Rendering Radial Grid Level of Detail Vertez Shader Pizel Shader
Rong-Qin Chen
School of Mathematics and Information Engineering, Taizhou University Linhai, 317000, China
国际会议
2009图像分析与信号处理国际会议(2009 International Conference on Image Analysis and Signal Processing)
浙江台州
英文
273-277
2009-04-11(万方平台首次上网日期,不代表论文的发表时间)