会议专题

Real-time Simulation of Large Bodies of Ocean Surface Based on Tessellation and Concurrent Kernels

  We present an automatic water simulation method in large scale virtual environment that employed mesh based approaches.To begin with,multi-hierarchy mesh is generated using tessellation technique.Then,CUDA Concurrent Kernels technique is implemented to make Fast Fourier Transform (FFT) and Perlin noise,two ways used to compute sea height map,execute concurrently.The results of these two approaches were combined and used to generate the final sea height.Finally,the illumination effect on sea surface and foam were simulated.This method is successfully applied in VR-GIS(Virtual Reality Geographic Information System)Integrated Three-Dimensional Simulation Platform.

CUDA Fast Fourier Transform Perlin Noise Tessellation Concurrent kernels

Chen Si Chunyong Ma Ge Chen

College of Information Science and Engineering Ocean University of China Qingdao,Shandong,China

国际会议

2013 2nd International Conference on Computer Science and Electronics Engineering(ICCSEE2013)(2013年第二届计算机科学与电子工程国际会议)

杭州

英文

766-770

2013-03-22(万方平台首次上网日期,不代表论文的发表时间)