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2011 | nr 4 | 231-240
Tytuł artykułu

GPU-based rendering and animation of water spreading on flat surfaces

Warianty tytułu
Języki publikacji
In this paper there are methods for water rendering and animation with the help of shaders described. Physical-based, visual features of water are analysed and their representation as shader-based material is presented. The material is an extension of the Phong lighting model. It is extended by transparency, environment reflection and local normal vector modification. Furthermore the method and GPU-based implementation of animation of water spreading on flat surfaces is shown. Thanks to processing on the Graphics Processing Units all presented methods work in interactive, on-line mode (above 60 fps).

Opis fizyczny
Bibliogr. 9 poz., rys.
  • Technical University of Łódź, Institute of Information Technology
  • [1] Lagergren M., Limsäter F., Rydahl B. High-detailed fuid simulations on the GPU. SIGGRAPH 2010
  • [2] Mullen, P., Crane, K., Pavlov, D., Tong, Y., Desbrun, M. Energy-Preserving Integrators for Fluid Animation. ACM Trans. Graph. 28, 3, Article 38, 2009
  • [3] Judice S. F., Coutinho B. B. S., Giraldi G. A. Lattice Methods for Fluid Animation in Games. ACM Computers in Entertainment, Vol. 7, No. 4, Article 56, 2009
  • [4] Müller M. Fast and Robust Tracking of Fluid Surfaces. Eurographics/ ACM SIGGRAPH Symposium on Computer Animation, 2009
  • [5] Dong L., You-Quan L., Kai B., En-Hua W. Real-time shallow water simulation on terrain. VRCAI 2010
  • [6] Szajerman D., Wojciechowski A. Real-time methods of water surface simulation implementation issues. XII System Modelling and Control, 2007
  • [7] Phong B. T. Illumination for computer generated pictures. Communications of ACM 18 (1975), no. 6, 311–317.
  • [8] Krishnamurthy V., Levoy M. Fitting Smooth Surfaces to Dense Polygon Meshes. SIGGRAPH 1996
  • [9] Blythe D., The Direct3D 10 System, Microsoft Corporation, 2006
Typ dokumentu
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