title: View-dependent tessellation and simulation of ocean surfaces.
abstract: Modeling and rendering realistic ocean scenes have been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations where a high degree of realism is achieved. Nevertheless, among the solutions to ocean rendering, real-time management of the huge heightmaps that are necessary for rendering an ocean scene is still not solved. We propose a new technique for simulating the ocean surface on GPU. This technique is capable of offering view-dependent approximations of the mesh while maintaining coherence among the extracted approximations. This feature is very important as most solutions previously presented must retessellate from the initial mesh. Our solution is able to use the latest extracted approximation when refining or coarsening the mesh.
authors.affiliation: Neuroscience Division, Starlab Barcelona, 08022 Barcelona, Spain.
authors.forename: Anna
authors.initials: A
authors.lastname: Puig-Centelles
authors.affiliation: Department de Llenguatges i Sistemes Informatics, Universitat Jaume I, 12071 Castellon, Spain.
authors.forename: Francisco
authors.initials: F
authors.lastname: Ramos
authors.affiliation: Neuroelectrics, 08022 Barcelona, Spain.
authors.forename: Oscar
authors.identifier: 0000-0002-5450-6758
authors.initials: O
authors.lastname: Ripolles
authors.affiliation: Department de Llenguatges i Sistemes Informatics, Universitat Jaume I, 12071 Castellon, Spain.
authors.forename: Miguel
authors.initials: M
authors.lastname: Chover
authors.affiliation: Department of Informatica i Matematica Aplicada, Universitat de Girona, 17071 Girona, Spain.
authors.forename: Mateu
authors.initials: M
authors.lastname: Sbert
mesh_terms: D003198:Computer Simulation; D009791:Oceanography / Q000379:methods*