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Real-time Animation and Rendering of Ocean Whitecaps Real-time Animation and Rendering of Ocean Whitecaps Jonathan Dupuy, Eric Bruneton INRIA Grenoble Rhône-Alpes, Université de Grenoble et CNRS, Laboratoire Jean Kuntzmann Université de Lyon, CNRS Université Lyon 1, LIRIS, UMR5205, F-69622, France

Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Page 1: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

Real-time Animation and Rendering of Ocean Whitecaps

Real-time Animation and Rendering of Ocean Whitecaps

Jonathan Dupuy, Eric Bruneton

INRIA Grenoble Rhône-Alpes, Université de Grenoble et CNRS, Laboratoire Jean KuntzmannUniversité de Lyon, CNRS Université Lyon 1, LIRIS, UMR5205, F-69622, France

Page 2: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

2

WhitecapsWhitecaps

spumespume + foam streaksfoam streaks + surface foamsurface foam + bubble cloudbubble cloud

Page 3: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

3

Deep Water Breaking WavesDeep Water Breaking Waves

Spilling breaker

Plunging breaker

Page 4: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

4

MotivationMotivationReal time

Movies

Photographs

Page 5: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

5

Ocean Rendering: Wave ModelsOcean Rendering: Wave Models

Trochoidal waves Fourier transform

ocean surface = horizontally and vertically undulated plane

ocean plane

ocean surface

displacement

[Tessendorf 2001][Tessendorf 2001][Hinsinger et al. 2002][Hinsinger et al. 2002]

Page 6: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Ocean Rendering: LightingOcean Rendering: Lighting[Bruneton et al. 2010][Bruneton et al. 2010]

mean position position + mean normal normal + slope variancevariance

Page 7: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

7

Ocean Rendering: WhitecapsOcean Rendering: WhitecapsEmpirical models Particle based

[Darles et al. 2007][Darles et al. 2007] [Chentanez and Müller 2011][Chentanez and Müller 2011]

low quality no control / slow

whitecapswhitecaps

no whitecapsno whitecapssim. domain

Page 8: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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ObjectiveObjective

● Extend Bruneton's lighting model to account for whitecaps– Any viewpoint from ground to space

– Seamless transitions from geometry to BRDF

– Real time

● Context– Deep water waves

– Gaussian heights and slopes

– Spilling breakers only (no overturning)

Page 9: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Ocean LightingOcean Lighting

● Whitecap radiance depends on amount of breaking waves

[Bruneton et al. 2010][Bruneton et al. 2010]

Page 10: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Breaking WavesBreaking Waves

● Use surface tension– Proportional to jacobian of horizontal displacements

wave profilewave profileillustrative only

Page 11: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

11

Breaking WavesBreaking Waves

● We use

Page 12: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

12

Breaking WavesBreaking Waves

wave profilewave profileillustrative only

● Use surface tension– Proportional to jacobian of horizontal displacements

Page 13: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

13

Breaking WavesBreaking Waves

wave profilewave profileillustrative only

● Use surface tension– Proportional to jacobian of horizontal displacements

Page 14: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

14

Breaking WavesBreaking Waves

● We use

● depends on Gaussian functions

parameters can be computed analytically for trochoids or through hardware mipmapping for Fourier waves

Page 15: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Ocean LightingOcean Lighting

● Whitecap radiance depends on amount of breaking waves

[Bruneton et al. 2010][Bruneton et al. 2010]

Page 16: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Ocean LightingOcean Lighting

● Whitecap radiance depends on amount of breaking waves

Page 17: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

17

Results: Quality Results: Quality re

al ti

me

pho

togr

aph

s

Page 18: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Results: ControlResults: Control

(same surface)

Page 19: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Results: Scalability / Real TimeResults: Scalability / Real Time

NVidia GeForce 560Ti

Page 20: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Results: LimitationsResults: Limitations

● Reflectance fluctuations only– No impact on geometry

ex: no plunging breakers

● No decay– Whitecap can last several seconds

● Analytical surface– Repetitive artifacts on periodic surfaces

Page 21: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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ConclusionConclusion

● Ocean scenes with whitecaps in real time– Scalable performance

– Controlable

– Good quality

● Future work– Decay

– Richer whitecap shading model (currently Lambertian / no visibility)

Page 22: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Real-time Animation and Rendering of Ocean Whitecaps

Real-time Animation and Rendering of Ocean Whitecaps

Jonathan Dupuy, Eric Bruneton

INRIA Grenoble Rhône-Alpes, Université de Grenoble et CNRS, Laboratoire Jean KuntzmannUniversité de Lyon, CNRS Université Lyon 1, LIRIS

Page 23: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Projected GridProjected Grid

eye

ocean plane

reprojected vertex

reconstructed surface

● Automatic geometrical LOD

Page 24: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Projected GridProjected Grid

eye

ocean plane

reprojected vertex

reconstructed surface

● Automatic geometrical LOD

Page 25: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Erf: ApproximationErf: Approximation

erf(x) our approximation

Page 26: Real-time Animation and Rendering of Ocean WhitecapsOcean Rendering: Wave Models Trochoidal waves Fourier transform ocean surface = horizontally and vertically undulated plane ocean

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Erf: ErrorErf: Error

max error: 0.00012