Real-time Simulation of Large Bodies of Ocean Surface Based on Tessellation and Concurrent Kernels
Chen Si, Chunyong Ma, Ge Chen
Available Online March 2013.
- 10.2991/iccsee.2013.194How to use a DOI?
- CUDA, Fast Fourier Transform, Perlin Noise, Tessellation, 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.
- © 2013, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Chen Si AU - Chunyong Ma AU - Ge Chen PY - 2013/03 DA - 2013/03 TI - Real-time Simulation of Large Bodies of Ocean Surface Based on Tessellation and Concurrent Kernels BT - Proceedings of the 2nd International Conference on Computer Science and Electronics Engineering (ICCSEE 2013) PB - Atlantis Press SP - 766 EP - 770 SN - 1951-6851 UR - https://doi.org/10.2991/iccsee.2013.194 DO - 10.2991/iccsee.2013.194 ID - Si2013/03 ER -