Table of Contents Author Guidelines Submit a Manuscript
The Scientific World Journal
Volume 2014, Article ID 979418, 12 pages
Research Article

View-Dependent Tessellation and Simulation of Ocean Surfaces

1Neuroscience Division, Starlab Barcelona, 08022 Barcelona, Spain
2Department de Llenguatges i Sistemes Informatics, Universitat Jaume I, 12071 Castellon, Spain
3Neuroelectrics, 08022 Barcelona, Spain
4Department of Informatica i Matematica Aplicada, Universitat de Girona, 17071 Girona, Spain

Received 16 August 2013; Accepted 19 December 2013; Published 6 February 2014

Academic Editors: F. Giannini and G. H. Yeoh

Copyright © 2014 Anna Puig-Centelles et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


Modeling and rendering realistic ocean scenes have been thoroughly investigated for many years. Its appearance has been studied and it is possible to find very detailed simulations where a high degree of realism is achieved. Nevertheless, among the solutions to ocean rendering, real-time management of the huge heightmaps that are necessary for rendering an ocean scene is still not solved. We propose a new technique for simulating the ocean surface on GPU. This technique is capable of offering view-dependent approximations of the mesh while maintaining coherence among the extracted approximations. This feature is very important as most solutions previously presented must retessellate from the initial mesh. Our solution is able to use the latest extracted approximation when refining or coarsening the mesh.