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Making Procedural Water Waves Boundary‐aware
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2020-11-24 , DOI: 10.1111/cgf.14100
S. Jeschke 1 , C. Hafner 2 , N. Chentanez 1 , M. Macklin 1 , M. Müller‐Fischer 1 , C. Wojtan 2
Affiliation  

The “procedural” approach to animating ocean waves is the dominant algorithm for animating larger bodies of water in interactive applications as well as in off‐line productions — it provides high visual quality with a low computational demand. In this paper, we widen the applicability of procedural water wave animation with an extension that guarantees the satisfaction of boundary conditions imposed by terrain while still approximating physical wave behavior. In combination with a particle system that models wave breaking, foam, and spray, this allows us to naturally model waves interacting with beaches and rocks. Our system is able to animate waves at large scales at interactive frame rates on a commodity PC.

中文翻译:

使程序性水波边界感知

动画海浪的“程序化”方法是在交互式应用程序和离线制作中为更大的水体动画的主要算法——它以低计算需求提供高视觉质量。在本文中,我们通过扩展来扩大程序水波动画的适用性,以保证满足地形施加的边界条件,同时仍然近似物理波浪行为。结合模拟波浪破碎、泡沫和喷雾的粒子系统,这使我们能够自然地模拟波浪与海滩和岩石的相互作用。我们的系统能够在商用 PC 上以交互式帧速率大规模制作波浪动画。
更新日期:2020-11-24
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