Computer Graphics and Interaction

01.09.2019
This course was taken at the KTH Royal Institute of Technology, Stockholm.

The main idea of this project was to simulate ocean water - more specifically ocean waves. The project was mainly based around the paper Simulating Ocean water by Jerry Tessendorf et al., which modern techniques used today draw heavily from.

Abstract

We present an implementation of an FFT-based method of creating a realistic looking ocean surface that changes over time and is rendered in real-time. The method is a well-known method that has been used in the movie industry and employs a statistical model of the ocean to achieve realistic results. The final product of the project is a dynamic greyscale heightmap of arbitrary size representing the ocean surface. Two versions of the ocean are presented, where one is a modified version that creates 'choppier' waves that are more aligned with the wind direction. Additionally, we also create two heightmaps for the displacement of ocean points in lateral directions in addition to the vertical displacement heightmap. The project is written in OpenGL and C++ and takes advantage of the GPU to parallelize computation

Check out the source code here.

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