Realistic Water Volumes in Real-Time (English)

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We 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.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

7
A Generalized Cracks Simulation on 3D-Meshes
Valette, Gilles / Prévost, Stéphanie / Lucas, Laurent | 2006
15
Time-Varying BRDFs
Sun, Bo / Sunkavalli, Kalyan / Ramamoorthi, Ravi / Belhumeur, Peter / Nayar, Shree | 2006
25
Realistic Water Volumes in Real-Time
Baboud, Lionel / Décoret, Xavier | 2006
33
Simulating Caustics due to Liquid-Solid Interface Menisci
Bourque, Eric / Dufort, Jean-François / Laprade, Michelle / Poulin, Pierre | 2006
41
Real-time Realistic Illumination and Shading of Stratiform Clouds
Bouthors, Antoine / Neyret, Fabrice / Lefebvre, Sylvain | 2006
51
Physically-Based Realistic Fire Rendering
Pegoraro, Vincent / Parker, Steven G. | 2006
61
Artist-Directable Real-Time Rain Rendering in City Environments
Tatarchuk, Natalya / Isidoro, John | 2006
75
Physically-based Driven Tree Animations
Haevre, William Van / Fiore, Fabian Di / Reeth, Frank Van | 2006
83
Effective Multi-resolution Rendering and Texture Compression for Captured Volumetric Trees
Linz, Christian / Reche-Martinez, Alex / Drettakis, George / Magnor, Marcus | 2006