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Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF

Authors :
Fabrice Neyret
Nicolas Holzschuch
Eric Bruneton
Virtual environments for animation and image synthesis of natural objects (EVASION)
Inria Grenoble - Rhône-Alpes
Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Laboratoire Jean Kuntzmann (LJK)
Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Centre National de la Recherche Scientifique (CNRS)-Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Centre National de la Recherche Scientifique (CNRS)
Acquisition, representation and transformations for image synthesis (ARTIS)
ANR-07-MDCO-0001,ATROCO,Acquisition, Traitement et Rendu d'Objets Complexes(2007)
Source :
Computer Graphics Forum, Computer Graphics Forum, 2010, 29 (2), pp.487-496. ⟨10.1111/j.1467-8659.2009.01618.x⟩, Computer Graphics Forum, Wiley, 2010, 29 (2), pp.487-496. ⟨10.1111/j.1467-8659.2009.01618.x⟩
Publication Year :
2010
Publisher :
HAL CCSD, 2010.

Abstract

EUROGRAPHICS 2010 (full paper) - Session Rendering I; International audience; Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi-scale issue, and resulting in aliasing problems. The illumination comes from natural light sources (the Sun and the sky dome), is also dynamic, and often underlines the aliasing issues. In this paper, we present a new algorithm for modelling, animation, illumination and rendering of the ocean, in real-time, at all scales and for all viewing distances. Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering. Our algorithm runs in real-time, and produces highly realistic pictures and animations.

Details

Language :
English
ISSN :
01677055 and 14678659
Database :
OpenAIRE
Journal :
Computer Graphics Forum, Computer Graphics Forum, 2010, 29 (2), pp.487-496. ⟨10.1111/j.1467-8659.2009.01618.x⟩, Computer Graphics Forum, Wiley, 2010, 29 (2), pp.487-496. ⟨10.1111/j.1467-8659.2009.01618.x⟩
Accession number :
edsair.doi.dedup.....ad138a8b87b79e021ba9dc8cf7f61a89