2011 IEEE International Conference on Multimedia and Expo

WAVE SEEDS

Junghyun Han



Abstract

This paper proposes a new algorithm to simulate fluid surface waves for real-time graphics applications. The external forces and object-interactions are described by a set of wave seeds. A wave seed is a physically-based wave model, which contains all information needed to present the waves. The wave seeds are stored into a texture, and the shader programs evaluate each wave seed for the sub-area of the height field affected by the wave seed. The evaluation results are accumulated into the height field, and finally the height field is rendered. The proposed algorithm implemented completely within GPU is quite fast, extremely memory-efficient, and is unconditionally stable.

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