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Water Surface Simluation
Jonathan Lew
About the Project
• Fascinated with water
surfaces
• An attempt to recreate
water surfaces in
OpenGL
• Explore various
methods
Techniques Researched
• Dual Buffers
– “Hackish” Approach that is easy and fast
– Problems: Not truly “round”, overlaps
– http://freespace.virgin.net/hugo.elias/graphics/x_water.ht
m (2D)
• Sombrero Equation
– Commonly used equation for ripple effect
– More realistic, but computationally more expensive
– http://adrianboeing.blogspot.com/2011/02/ripple-effectin-webgl.html
Advanced Techniques
• Will not be looking at them due to time
constrains
– Implicit Surfaces/”Blobby Model”
– Tessellation Shaders
– J. Tessenhorf’s Paper – Simulating Ocean Water
New Schedule
Week
Proposed Milstone
5
More Research
6–7
Dual Buffer Simulation
integrated with Program 0
and Keyboard Input
8-9
Tweaks to realism for Dual
Buffer Simulation and
Mouse Input
9 – 10
Water Surface Simulation
using sin and cos waves.
Demo
Dual Buffers
The End
Questions/Feedback?
Download
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