THESIS
2008
xi, 52 leaves : ill. ; 30 cm
Abstract
Real-time water-related phenomena play an important part in modern video games and interactive applications. This thesis presents a new framework for generating real-time, three-dimensional, open water phenomena entirely on the GPU. It is useful for generating water springs or water splashes caused by external forces in real-time virtual environments. The framework is composed of macro and micro parts. For the macro part, it uses a deformable mesh with displacement mapping to simulate large-scale, three-dimensional, dynamic water volumes. In addition, a height-field based water model with dynamic disturbance is used to render the water surface. For the micro part, the framework uses the volume rendering technique to produce the effect of water mist and small scale water splashes, and us...[
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Real-time water-related phenomena play an important part in modern video games and interactive applications. This thesis presents a new framework for generating real-time, three-dimensional, open water phenomena entirely on the GPU. It is useful for generating water springs or water splashes caused by external forces in real-time virtual environments. The framework is composed of macro and micro parts. For the macro part, it uses a deformable mesh with displacement mapping to simulate large-scale, three-dimensional, dynamic water volumes. In addition, a height-field based water model with dynamic disturbance is used to render the water surface. For the micro part, the framework uses the volume rendering technique to produce the effect of water mist and small scale water splashes, and uses a GPU-based particle system to simulate large scale water splashes that can dynamically disturb the water surface. Since this framework is an integration of physically-based and image-based rendering techniques, it enables easy customization by adjusting physical parameters and changing different artworks to produce variants of real-time, open water phenomena.
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