“Sea Surface Visualization in World of Warships”

  • ©Isamu Hasegawa, Ryota Nozoe, Teppei Ono, and Masahiko Koyama

  • ©Isamu Hasegawa, Ryota Nozoe, Teppei Ono, and Masahiko Koyama

  • ©Isamu Hasegawa, Ryota Nozoe, Teppei Ono, and Masahiko Koyama

  • ©Isamu Hasegawa, Ryota Nozoe, Teppei Ono, and Masahiko Koyama

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Entry Number: 22

Title:

    Sea Surface Visualization in World of Warships

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Abstract:


    We describe algorithms used for the visualization of the sea in World of Warships. Being an MMO project, it requires excellent scalability for a wide range of hardware, while still satisfying artistic requirements. We achieve good image quality both near and far from the viewpoint. Moreover, our approach gives us reliable geometric stability and preserves wave structure at a distance. We also describe how to create foam, deformations, reflections, shadows and other features related to the visualization of water.

References:


    Kryachko, Y. 2005. Using Vertex Texture Displacement for Realistic Water Rendering. GPU Gems 2, 283–294Google Scholar
    Johanson, C. 2004. Real-time water rendering. Introducing the projected grid concept. Lund University.Google Scholar
    Bruneton, E., Neyret, F., Holzschuch, N. 2010, Realtime Realistic Ocean Lighting using Seamless Transition from Geometry to BRDF. In Computer Graphics Forum 29, 487–496.

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