View-Dependent Tessellation and Simulation of Ocean Surfaces
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Altres documents de l'autoria: Puig Centelles, Anna; Ramos, Jose Francisco; Ripollés Mateu, Oscar Enrique; Chover, Miguel; Sbert Casasayas, Mateu
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Mostra el registre complet de l'elementcomunitat-uji-handle:10234/9
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comunitat-uji-handle3:10234/43643
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Títol
View-Dependent Tessellation and Simulation of Ocean SurfacesAutoria
Data de publicació
2014-02Editor
Hindawi Publishing CorporationCita bibliogràfica
PUIG-CENTELLES, Anna, et al. View-Dependent Tessellation and Simulation of Ocean Surfaces. The Scientific World Journal, 2014, 2014.Tipus de document
info:eu-repo/semantics/articleVersió de l'editorial
http://www.hindawi.com/journals/tswj/2014/979418/Versió
info:eu-repo/semantics/publishedVersionParaules clau / Matèries
Resum
Modeling and rendering realistic ocean scenes have been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations where a high degree of realism is ... [+]
Modeling and rendering realistic ocean scenes have been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations where a high degree of realism is achieved. Nevertheless, among the solutions to ocean rendering, real-time management of the huge heightmaps that are necessary for rendering an ocean scene is still not solved. We propose a new technique for simulating the ocean surface on GPU. This technique is capable of offering view-dependent approximations of the mesh while maintaining coherence among the extracted approximations. This feature is very important as most solutions previously presented must retessellate from the initial mesh. Our solution is able to use the latest extracted approximation when refining or coarsening the mesh. [-]
Publicat a
The Scientific World Journal Volume 2014 (2014)Drets d'accés
Copyright © 2014 Anna Puig-Centelles et al.
info:eu-repo/semantics/openAccess
info:eu-repo/semantics/openAccess
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