TESSELLATING OCEAN SURFACES

Anna Puig-Centelles, Francisco Ramos, Miguel Chover, Oscar Ripolles, Mateu Sbert

2010

Abstract

Modeling and rendering realistic ocean scenes has been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations with a high degree of realism. Nevertheless, real-time management of the huge heightmaps that are necessary for rendering ocean is still not solved. We propose a new technique for tessellating the ocean surface on GPU. This technique is capable of offering view-dependent approximations of the mesh while maintaining coherence among the extracted approximations when refining or coarsening the mesh. This feature is very important as most solutions previously presented must re-tessellate from the initial mesh.

References

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Paper Citation


in Harvard Style

Puig-Centelles A., Ramos F., Chover M., Ripolles O. and Sbert M. (2010). TESSELLATING OCEAN SURFACES . In Proceedings of the International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2010) ISBN 978-989-674-026-9, pages 319-322. DOI: 10.5220/0002827003190322


in Bibtex Style

@conference{grapp10,
author={Anna Puig-Centelles and Francisco Ramos and Miguel Chover and Oscar Ripolles and Mateu Sbert},
title={TESSELLATING OCEAN SURFACES},
booktitle={Proceedings of the International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2010)},
year={2010},
pages={319-322},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0002827003190322},
isbn={978-989-674-026-9},
}


in EndNote Style

TY - CONF
JO - Proceedings of the International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2010)
TI - TESSELLATING OCEAN SURFACES
SN - 978-989-674-026-9
AU - Puig-Centelles A.
AU - Ramos F.
AU - Chover M.
AU - Ripolles O.
AU - Sbert M.
PY - 2010
SP - 319
EP - 322
DO - 10.5220/0002827003190322