Real-Time Water Surface Simulation on GPU


KIPS Transactions on Software and Data Engineering, Vol. 6, No. 12, pp. 581-586, Dec. 2017
10.3745/KTSDE.2017.6.12.581, Full Text:
Keywords: Water Surface Simulation, GPU Shader
Abstract

This paper proposes a GPU based water surface animation and rendering technique for interactive applications such as games. On the water surface, a lot of physical phenomenon occurs including reflection and refraction depending on the viewing direction. When we represent the water surface, not only showing them in real time, but also make them adjusted automatically. In our implementation, we are able to capture the reflection and refraction through render-to-texture technique and then modify the texture coordinates for applying separate DU/DV map. Also, we make the amount of ratio between reflection and refraction change automatically based on Fresnel formula. All proposed method are implemented using OpenGL 3D graphics API.


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Cite this article
[IEEE Style]
Mankyu Sung, DeokHo Kwon, and JaeSung Lee, "Real-Time Water Surface Simulation on GPU," KIPS Transactions on Software and Data Engineering, vol. 6, no. 12, pp. 581-586, 2017 [DOI: 10.3745/KTSDE.2017.6.12.581].

[ACM Style]
Sung, M., Kwon, D.,, and Lee, J. 2017. Real-Time Water Surface Simulation on GPU. KIPS Transactions on Software and Data Engineering, 6, 12, (2017), 581-586 [DOI: 10.3745/KTSDE.2017.6.12.581].