: Some real-time results obtained with our method showing large ocean scenes with whitecaps under different wave and illumination conditions. The whitecap contribution is correctly averaged as the viewing distance increases. We present a scalable method to procedurally animate and render vast ocean scenes with whitecaps on the GPU. The whitecap coverage on the ocean surface is determined using a wave deformation criteria which can be pre-filtered linearly. This allows us to take advantage of the fast mip-mapping and texture filtering capabilities of modern hardware and produce plausible and anti-aliased images for scales ranging from centimetric to planetary in real time.
In addition, REF ) demonstrated a scalable method of vast ocean scene.
Real-time animation and rendering of ocean whitecaps
SA '12
Computer Science