A GPU-BASED FRAMEWORK FOR REAL-TIME RENDERING OF OPEN WATER PHENOMENA

MPhil Thesis Defence


Title: "A GPU-BASED FRAMEWORK FOR REAL-TIME RENDERING OF OPEN WATER PHENOMENA"

By

Mr. Jianwei Le


Abstract

Real-time water-related phenomena play an important part in modern video
games and interactive applications. This thesis presents a new framework
for generating real-time, three-dimensional, open water phenomena entirely
on the GPU. It is useful for generating water springs or water splashes
caused by external forces in real-time virtual environments.

The proposed framework is composed of macro and micro parts. For the macro
part, we use a deformable mesh with displacement mapping to simulate
large-scale, three-dimensional, dynamic water volumes. In addition, a
height-field based water model with dynamic disturbance is used to render
the water surface.  For the micro part, the framework adopts a volume
rendering technique to produce the effect of water mist and small-scale
water splashes, and uses a GPU-based particle system to simulate
large-scale water splashes that can dynamically disturb the water surface.
Since this framework is an integration of physically-based and image-based
rendering techniques, it enables easy customization by adjusting physical
parameters and changing different image artworks to produce variants of
real-time, open water phenomena.


Date:				Friday, 27 June 2008

Time:				3:00p.m.-5:00p.m.

Venue:				Room 4483
				Lifts 25-26

Committee Members:		Dr. Chiew-Lan Tai (Supervisor)
				Dr. Pedro Sander (Chairperson)
				Dr. Philip Fu


**** ALL are Welcome ****