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Real-time Animation and Rendering of Ocean Whitecaps

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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.

Binaries + source code available on github: http://github.com/jdupuy/whitecaps

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