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The Research Of Wind-driving Ocean Scene Simulation Based On Basic Waves Module

Posted on:2014-12-28Degree:MasterType:Thesis
Country:ChinaCandidate:S T ChenFull Text:PDF
GTID:2268330422963753Subject:Spatial Information Science and Technology
Abstract/Summary:PDF Full Text Request
The real-time realistic ocean scene simulation technology has always been a hot anddifficult research topic in the field of computer graphics. Ocean scene simulation not onlyhas a wide application value in virtual reality, video games, film and television advertising,but also has important academic significance in the hydraulics, wave energy, meteorology,oceanography. With thorough study of the existing large-scale ocean scene simulationtechnologies, this article presents a ocean waves modeling algorithm based on basic waves,and further research a real-time simulation scheme of endless wind-driving ocean scene.Basic waves modeling algorithm using the principle of particle system, treats theocean surface waves as the result of a large number of independent basic wave particles’movement and superposition. The algorithm simulates a great number of basic waveparticles, then superposition their height fields as the height fields of the sea surface. Theadvantage of this algorithm lies in that with the wind field acting on each basic waveparticle, the state of the wind field is passed on to the movement of basic wave particles,then the basic wave particles synthesize the whole sea, so the ocean is drived by the windfield.A endless ocean scene, including the land, offshore and deep sea,is realized in thispaper. Dynamic deep ocean height fields is rendered using the basic waves modelingalgorithm, adding noise and details for better visual effect; In the offshore area theparametric waves based on textures are overlaid. The height fields of land and coastalterrain are acquired by preprocessing a grayscale map presenting the terrain altitude. Theseheight fields are then rendered with a large-scale quad tree LOD terrain meshes usingdisplacement mapping. In the vertex shader, various height field data are obtained usingvertex texture fetching, then comparing the height of land and sea surface to distinguish thethree types of terrain, each rendered with different resources and program fragments. In the pixel shader, water reflection, scattering, transparent and optical properties as well as foameffect are realized. Thinks to all the rendering issues are handled in the uniform process,smooth transitions between different areas can be achieved with minimum total cost.
Keywords/Search Tags:Basic Waves Module, Ocean Scene Simulation, Wind-driving, Real-timeRendering
PDF Full Text Request
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