会议专题

Simulation of Shallow Water Based on Shader

We introduce a method for simnlate and render of ocean wave by vertex and fragment processing. The method is divided into four stages: wave generation, surface tessellation, optical simulation, and water surface rendering. Our implement not only is a simple wave by influence of terrain like previous work, but also a manipulative model by influence of the wind that are well suited for simulate all kinds of wave in shallow water. Rendering makes use of Cg shading language on consumer-level GPU to allow for a representation of reflection, refraction of light We are satisfied with the result from implementing the respective stages shader.

shallow water ocean wave GPU shader

Nan He Jun Chen

Physics and Information Technology department Guilin Normal College Guilin China Department of First Guilia Air Force Academy Guilin China

国际会议

The 2nd IEEE International Conference on Advanced Computer Control(第二届先进计算机控制国际会议 ICACC 2010)

沈阳

英文

199-202

2010-03-27(万方平台首次上网日期,不代表论文的发表时间)