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?