Real-time Simulation of Large Bodies of Ocean Surface Based on Tessellation and Concurrent Kernels

Si Chen, Chunyong Ma, Chen Ge · Proceedings of the 2nd International Conference on Computer Science and Electronics Engineering (ICCSEE 2013) · 2013

We present an automatic water simulation method in large scale virtual environment that employed mesh based approaches.To begin with, multi-hierarchy mesh is generated using tessellation technique.Then, CUDA Concurrent Kernels technique is implemented to make Fast Fourier Transform (FFT) and Perlin noise, two ways used to compute sea height map, execute concurrently.The results of these two approaches were combined and used to generate the final sea height.Finally, the illumination effect on sea surface and foam were simulated.This method is successfully applied in VR- GIS(Virtual Reality Geographic Information System) Integrated Three-Dimensional Simulation Platform.

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