Technologies for E-Learning and Digital Entertainment
DOI: 10.1007/978-3-540-73011-8_3
|View full text |Cite
|
Sign up to set email alerts
|

An Efficient Method for Real-Time Ocean Simulation

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Publication Types

Select...
2
2

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(2 citation statements)
references
References 10 publications
0
2
0
Order By: Relevance
“…They emphasized the problem of spatial resolution, which differs from other digital fields, especially the structure of the digital sea, the coastal line data organization and manipulation, and the methods of data integration, logic computation and data visualization. Chen et al (2007) proposed a realtime method of simulating integrated ocean environment, including sky sphere, atmospheric system and ocean wave model. With this method, the effect of clouds floating in the sky sphere is obtained through texture perturbation, while the air scattering and absorbing effect is realized in the atmospheric system.…”
Section: 'Digital Ocean': Prototype Of 3d Mgismentioning
confidence: 99%
“…They emphasized the problem of spatial resolution, which differs from other digital fields, especially the structure of the digital sea, the coastal line data organization and manipulation, and the methods of data integration, logic computation and data visualization. Chen et al (2007) proposed a realtime method of simulating integrated ocean environment, including sky sphere, atmospheric system and ocean wave model. With this method, the effect of clouds floating in the sky sphere is obtained through texture perturbation, while the air scattering and absorbing effect is realized in the atmospheric system.…”
Section: 'Digital Ocean': Prototype Of 3d Mgismentioning
confidence: 99%
“…Chen et al [CLW07] use four sinusoids, computed in a vertex shader and transferred to a bump map in a pixel shader to simulate ripples. Salgado and Conci [SC07] describe a real‐time implementation of Fournier’s method [FR86] using a vertex shader.…”
Section: Ocean Dynamics Simulation In Deep Watermentioning
confidence: 99%