Show simple item record

dc.contributor.authorJeschke, Stefanen_US
dc.contributor.authorHafner, Christianen_US
dc.contributor.authorChentanez, Nuttapongen_US
dc.contributor.authorMacklin, Milesen_US
dc.contributor.authorMüller-Fischer, Matthiasen_US
dc.contributor.authorWojtan, Chrisen_US
dc.contributor.editorBender, Jan and Popa, Tiberiuen_US
dc.date.accessioned2020-10-16T06:24:52Z
dc.date.available2020-10-16T06:24:52Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14100
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14100
dc.description.abstractThe ''procedural'' approach to animating ocean waves is the dominant algorithm for animating larger bodies of water in interactive applications as well as in off-line productions - it provides high visual quality with a low computational demand. In this paper, we widen the applicability of procedural water wave animation with an extension that guarantees the satisfaction of boundary conditions imposed by terrain while still approximating physical wave behavior. In combination with a particle system that models wave breaking, foam, and spray, this allows us to naturally model waves interacting with beaches and rocks. Our system is able to animate waves at large scales at interactive frame rates on a commodity PC.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectProcedural animation
dc.titleMaking Procedural Water Waves Boundary-awareen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersWaves
dc.description.volume39
dc.description.number8
dc.identifier.doi10.1111/cgf.14100
dc.identifier.pages47-54


Files in this item

Thumbnail
Thumbnail
Thumbnail
Thumbnail

This item appears in the following Collection(s)

  • 39-Issue 8
    ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2020

Show simple item record