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dc.contributor.authorLoviscach, Jörnen_US
dc.date.accessioned2015-11-12T07:16:51Z
dc.date.available2015-11-12T07:16:51Z
dc.date.issued2002en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20021032en_US
dc.description.abstractA non-linear partial differential equation solver is too sophisticated for computer graphics applications if they are only used to render effects like circular waves and ship wakes. We present an approach which simulates waves through a convolution algorithm. It handles both gravity waves and capillary waves; the latter are often neglected even though they dominate small-scale behavior. The algorithm can be integrated into a complete solution architecture: First, standard commercial 3-D software is used to prepare an animated scene with objects traveling on a water surface. Based on the movements of these objects, waves are calculated and added as bump and displacement maps to the 3-D model.en_US
dc.publisherEurographics Associationen_US
dc.titleA Convolution-Based Algorithm for Animated Water Wavesen_US
dc.description.seriesinformationEurographics 2002 - Short Presentationsen_US


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