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dc.contributor.authorBaboud, Lionelen_US
dc.contributor.authorDécoret, Xavieren_US
dc.contributor.editorNorishige Chiba and Eric Galinen_US
dc.date.accessioned2014-01-27T17:09:14Z
dc.date.available2014-01-27T17:09:14Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-38-Xen_US
dc.identifier.issn1816-0867en_US
dc.identifier.urihttp://dx.doi.org/10.2312/NPH/NPH06/025-032en_US
dc.description.abstractWe present a real-time technique to render realistic water volumes. Water volumes are represented as the space enclosed between a ground heightfield and an animable water surface heightfield. This representation allows the application of recent GPU-based heightfield rendering algorithms. Our method is a simplified raytracing approach which correctly handles reflections and refractions and allows us to render complex effects such as light absorption, refracted shadows and refracted caustics. It runs at high framerates by exploiting the power of the latest graphic cards, and could be used in real-time applications like video games, or interactive simulation.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.titleRealistic Water Volumes in Real-Timeen_US
dc.description.seriesinformationEurographics Workshop on Natural Phenomenaen_US


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