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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, UMR5205, F-69622, France
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WhitecapsWhitecaps
spumespume + foam streaksfoam streaks + surface foamsurface foam + bubble cloudbubble cloud
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Deep Water Breaking WavesDeep Water Breaking Waves
Spilling breaker
Plunging breaker
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MotivationMotivationReal time
Movies
Photographs
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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]
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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
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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
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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)
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Ocean LightingOcean Lighting
●
● Whitecap radiance depends on amount of breaking waves
[Bruneton et al. 2010][Bruneton et al. 2010]
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Breaking WavesBreaking Waves
● Use surface tension– Proportional to jacobian of horizontal displacements
wave profilewave profileillustrative only
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Breaking WavesBreaking Waves
● We use
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Breaking WavesBreaking Waves
wave profilewave profileillustrative only
● Use surface tension– Proportional to jacobian of horizontal displacements
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Breaking WavesBreaking Waves
wave profilewave profileillustrative only
● Use surface tension– Proportional to jacobian of horizontal displacements
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Breaking WavesBreaking Waves
● We use
● depends on Gaussian functions
parameters can be computed analytically for trochoids or through hardware mipmapping for Fourier waves
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Ocean LightingOcean Lighting
●
● Whitecap radiance depends on amount of breaking waves
[Bruneton et al. 2010][Bruneton et al. 2010]
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Ocean LightingOcean Lighting
●
● Whitecap radiance depends on amount of breaking waves
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Results: Quality Results: Quality re
al ti
me
pho
togr
aph
s
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Results: ControlResults: Control
(same surface)
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Results: Scalability / Real TimeResults: Scalability / Real Time
NVidia GeForce 560Ti
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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
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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)
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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
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Projected GridProjected Grid
eye
ocean plane
reprojected vertex
reconstructed surface
● Automatic geometrical LOD
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Projected GridProjected Grid
eye
ocean plane
reprojected vertex
reconstructed surface
● Automatic geometrical LOD
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Erf: ApproximationErf: Approximation
erf(x) our approximation
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Erf: ErrorErf: Error
max error: 0.00012