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		<citationkey>SalgadoConc:2007:SiOcWa</citationkey>
		<title>On the Simulation of Ocean Waves in Real-Time Using the GPU</title>
		<format>On-line</format>
		<year>2007</year>
		<numberoffiles>1</numberoffiles>
		<size>406 KiB</size>
		<author>Salgado, Alex,</author>
		<author>Conci, Aura,</author>
		<affiliation>Universidade Federal Fluminense</affiliation>
		<affiliation>Universidade Federal Fluminense</affiliation>
		<editor>Gonçalves, Luiz,</editor>
		<editor>Wu, Shin Ting,</editor>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 20 (SIBGRAPI)</conferencename>
		<conferencelocation>Belo Horizonte, MG, Brazil</conferencelocation>
		<date>7-10 Oct. 2007</date>
		<publisher>Sociedade Brasileira de Computação</publisher>
		<publisheraddress>Porto Alegre</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Technical Poster</tertiarytype>
		<transferableflag>1</transferableflag>
		<keywords>Simulation,GPU,HDR,ocean wave,real-time rendering.</keywords>
		<abstract>Nowadays, due to GPU processing power, it is possible to use advanced rendering techniques with great realism in real-time applications. This work simulates the ocean wave behavior processing all geometric computation and rendering in GPU. The shape is defined by the Gerstner´s equation considering the movement of each particles of water. The deep sea topology is considered. It is possible to tackles the representation in deep water as well as in shallow water. The ocean floor profoundness and inclination influence on the shape and form of the particle displacement are considered. The model represents also the wave refraction and the wind or gale effect on the wave. This novel approach simulates the breaking waves near the shore. The real-time rendering technique implemented in this work uses combinations of advanced tangent-space reflective bump mapping and environment mapping plus Fresnel reflection and HDR.</abstract>
		<language>en</language>
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