Research Article

View-Dependent Tessellation and Simulation of Ocean Surfaces

Table 1

Characterization of ocean models.

Authors GPU usageTessellation Animation techniqueReflection/refraction Others

Tessendorf [25] Vertex, pixel No Spectral Yes/yes Fresnel, caustics, Godrays
Schneider and Westermann [31] Vertex Yes Fractals (Perlin) Yes/yes Fresnel
Hinsinger et al. [38] Vertex buffers Yes Parametrical (Gerstner) Yes/no Avoid unnecessary animation, fresnel
Johanson [30] Vertex, pixel Yes Fractals (Perlin) Yes/yes Fresnel, sunlight
Mitchell [27] Vertex, pixel No Spectral (FFT) Yes/no Interactions with objects, wedge
Demers [39] Vertex, pixel Yes Parametrical (Gerstner) Yes/no Fresnel, foam, physics
Yang et al. [32] Vertex, pixel Yes Fractal (Perlin) No/no Shallow water
Chiu and Chang [40] Vertex, pixel Spectral (Tessendorf) Yes/yes Fresnel, spray dynamics, depth-dependent water color
Fréchot [34]NoHybridNo/no
Hu et al. [37] Vertex, pixel Yes Spectral (Tessendorf) Yes/yes Fresnel
Darles et al. [35] Yes Hybrid (Tessendorf) Yes/yes Fresnel, glare, foam
Thürey et al. [22] No Physical (Navier-Stokes) Yes/no Shallow water, foam, interactions with objects,
Bruneton et al. [48] Vertex, pixel geometry No Parametrical (Gerstner) Yes/yes BRDF, fresnel, wedge
Our proposal Vertex, pixel geometry Yes Fractals (Perlin) Yes/no Fresnel