We present a multi-resolution meshmodel of the ocean surface based on a straightforward terrain LOD scheme, tiled quad-tree, with that the region of ocean surface can be extended limitlessly and readily adapted for G...
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(纸本)0769524737
We present a multi-resolution meshmodel of the ocean surface based on a straightforward terrain LOD scheme, tiled quad-tree, with that the region of ocean surface can be extended limitlessly and readily adapted for GPU acceleration. We have introduced the concept of wrapped fractal surface (WFS) for generating height field map of the ocean. Through WFS self-mapping, we can create a series of WFS and obtain the height field map at discrete times without repeating tiles. By interpolating the height map at regular intervals we can build an ocean surface continuously and dynamically. This paper also studied shallow ocean waves concerned about affects of seaboard and underwater terrain. Experimental results showed that our approach was effective and would satisfy the requirements of a realistic real-time navigation for large-scale seascape.
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