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
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)