2009•Unpublished venueRequires access

Real-time water rendering based on the graphics hardware acceleration

Rongqin Chen

Open publisher page 1 citations

Abstract

This paper presents an efficient method for water rendering in real-time by taking advantage of the parallelism and programmability of a GPU (graphic processing unit). We propose a dynamical radial grid to tessellate the water surface and perform sampling and displacement mapping on the vertex shader. Some special effect is simulated to improve the photorealism of our real-time water rendering. The results show that our method is suitable for some real-time applications.

About this research paper

What this paper is about

This paper presents an efficient method for water rendering in real-time by taking advantage of the parallelism and programmability of a GPU (graphic processing unit). We propose a dynamical radial grid to tessellate the water surface and perform sampling and displacement mapping on the vertex shader. Some special effect is simulated to improve the photorealism of our real-time water rendering. The results show that our method is suitable for some real-time applications.

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OpenAlex reports 1 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

This paper presents an efficient method for water rendering in real-time by taking advantage of the parallelism and programmability of a GPU (graphic processing unit). We propose a dynamical radial grid to tessellate the water surface and perform sampling and displacement mapping on the vertex shader. Some special effect is simulated to improve the photorealism of our real-time water rendering. The results show that our method is suitable for some real-time applications.

Key concepts: Shader, Rendering (computer graphics), Computer science, Real-time rendering, Computer graphics (images), Software rendering, Graphics hardware, Grid

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