Rating is available when the video has been rented.
This feature is not available right now. Please try again later.
Published on Oct 5, 2012
Work presented at SIGGRAPH Asia 2012. We present a scalable method to procedurally animate and render vast ocean scenes with whitecaps on the GPU. The whitecap coverage on the ocean surface is determined using a wave deformation criteria which can be pre-filtered linearly. This allows us to take advantage of the fast mip-mapping and texture filtering capabilities of modern hardware and produce plausible and anti-aliased images for scales ranging from centimetric to planetary in real time.