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An Efficient Algorithm for Rendering Large Bodies of Water

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4161))

Abstract

Water rendering is one of the most computationally demanding task in computer graphics. Because of its computational complexity, real-time water rendering requires high-end hardwares. In this paper, we present a new algorithm for real-time rendering of large bodies of water such as open seas and oceans which results in an improved efficiency. Using interactive frustum, water surface can be fluidly calculated as a function of height given and interaction with another player in games. This results in an efficient yet realistic method for rendering large bodies of water without requiring as much computational power.

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© 2006 IFIP International Federation for Information Processing

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Lee, HM., Go, C.A.L., Lee, WH. (2006). An Efficient Algorithm for Rendering Large Bodies of Water. In: Harper, R., Rauterberg, M., Combetto, M. (eds) Entertainment Computing - ICEC 2006. ICEC 2006. Lecture Notes in Computer Science, vol 4161. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11872320_37

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  • DOI: https://doi.org/10.1007/11872320_37

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-45259-1

  • Online ISBN: 978-3-540-45261-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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