CS 651: Real-Time Rendering Assignment 5

Individual Assignment

 

Student Name:  Jiajun Zhu

Date of submission: 4/4/2006


Work Summary:

[1]  Water Simulation

Wave height field is simulated by adding different Sins. Therefore, height and normal can be computed locally at each vertex. Reflection is done by using a cube map texture.

Press Arrow "up" and "down" to control the wave amplitude;

Use Arrow "left" and "right" to adjust the wave length;

Screenshots:

 

[1] Ocean waves in storms

 

[2] River like waves

 

[3] calm waves


References:

[1] Adam Lake, and David Reagin, Multi-Threaded Architectures for Real-Time Deep Ocean Simulation.
http://www.intel.com/cd/ids/developer/asmo-na/eng/199892.htm

[2] Mark Finch. Effective Water Simulation from Physical Models. GPU Gems. Pages 5-29.2004