Physically Based Water Shading
(2017) In LU-CS-EX 2017-25 EDA920 20171Department of Computer Science
- Abstract
- Rendering and simulating an ocean as realistic as possible is a desirable effect
to many outdoor scenes of movies and video games. The difficulties with
simulating a plausible ocean arise from the complex behavior and scaling of
the ocean waves. The length of the waves may vary from being just a few
millimeters up to several kilo meters long and the waves can for instance break
and line up with the shoreline as the water gets shallower. When viewing
the ocean you can usually see water very close to the viewpoint and water
far away in the horizon simultaneously, which can cause multi-scale aliasing
issues when rendering the water surface.
This thesis describes how we shade a realistic water surface in real-time
while taking the... (More) - Rendering and simulating an ocean as realistic as possible is a desirable effect
to many outdoor scenes of movies and video games. The difficulties with
simulating a plausible ocean arise from the complex behavior and scaling of
the ocean waves. The length of the waves may vary from being just a few
millimeters up to several kilo meters long and the waves can for instance break
and line up with the shoreline as the water gets shallower. When viewing
the ocean you can usually see water very close to the viewpoint and water
far away in the horizon simultaneously, which can cause multi-scale aliasing
issues when rendering the water surface.
This thesis describes how we shade a realistic water surface in real-time
while taking the simulation itself into account. By representing the ocean with
geometry and a Bidirectional Reflectance Distribution Function (BRDF) based
on the viewing distance, aliasing issues are avoided. Furthermore, since the
BRDF is constructed from the physical characteristics of the water and waves,
the illumination of the water surface will produce highly realistic images. (Less) - Popular Abstract (Swedish)
- Ge dig ut på äventyr och utforska nya oceaner hemma i din egen soffa. Med hjälp
av mätningar av havets fysikaliska egenskaper beskriver detta arbete hur man kan
visualisera realistiska hav i realtids applikationer.
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/8928636
- author
- Karlsson, Mikaela LU
- supervisor
- organization
- course
- EDA920 20171
- year
- 2017
- type
- H3 - Professional qualifications (4 Years - )
- subject
- publication/series
- LU-CS-EX 2017-25
- report number
- LU-CS-EX 2017-25
- ISSN
- 1650-2884
- language
- English
- id
- 8928636
- date added to LUP
- 2018-01-17 18:26:27
- date last changed
- 2018-01-17 18:26:27
@misc{8928636, abstract = {{Rendering and simulating an ocean as realistic as possible is a desirable effect to many outdoor scenes of movies and video games. The difficulties with simulating a plausible ocean arise from the complex behavior and scaling of the ocean waves. The length of the waves may vary from being just a few millimeters up to several kilo meters long and the waves can for instance break and line up with the shoreline as the water gets shallower. When viewing the ocean you can usually see water very close to the viewpoint and water far away in the horizon simultaneously, which can cause multi-scale aliasing issues when rendering the water surface. This thesis describes how we shade a realistic water surface in real-time while taking the simulation itself into account. By representing the ocean with geometry and a Bidirectional Reflectance Distribution Function (BRDF) based on the viewing distance, aliasing issues are avoided. Furthermore, since the BRDF is constructed from the physical characteristics of the water and waves, the illumination of the water surface will produce highly realistic images.}}, author = {{Karlsson, Mikaela}}, issn = {{1650-2884}}, language = {{eng}}, note = {{Student Paper}}, series = {{LU-CS-EX 2017-25}}, title = {{Physically Based Water Shading}}, year = {{2017}}, }