“Simulation and Representation of Topology-changing Rolling Waves for Massive Open Ocean Games” by Lopatin – ACM SIGGRAPH HISTORY ARCHIVES

“Simulation and Representation of Topology-changing Rolling Waves for Massive Open Ocean Games” by Lopatin

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Title:

    Simulation and Representation of Topology-changing Rolling Waves for Massive Open Ocean Games

Session/Category Title:   Fire, Water, and Sand


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Abstract:


    We are proposing a novel method of capturing a physical wave simulation data with a set of approximation curves that can deal with overhangs, changing topology, and strict budget requirements in a massive open-world game where variability, artistic control, and performance are of primary concern.

References:


    [1]
    John Keyser Cem Yuksel, Donald H. House. 2007. Wave Particles. ACM Transactions on Graphics (Proceedings of SIGGRAPH 2007), 26, 3, 2007. https://dl.acm.org/doi/10.1145/1276377.1276501.
    [2]
    Benoît Crespin Darles Emmanuelle 2011. A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics. https://www.researchgate.net/publication.
    [3]
    Alexey Stomakhin Dong Joo Byun. 2017. Moana: Crashing Waves. http://alexey.stomakhin.com/research/siggraph2017_waves.pdf.
    [4]
    Ziyin Qu Libo Huang 2021. Ships, Splashes, and Waves on a Vast Ocean. http://computationalsciences.org/publications.
    [5]
    Hugh Malan. 2022. Rendering Water in Horizon Forbidden West. https://advances.realtimerendering.com/s2022/SIGGRAPH2022-Advances-Water-Malan.pdf.
    [6]
    Simon Schirm Nils Thurey, Matthias Muller-Fischer 2007. Real-time Breaking Waves for Shallow Water Simulations. https://matthias-research.github.io/pages/publications.


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