Abstract A Convolution-Based Algorithm for Animated Water Waves
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Abstract
A non-linear partial differential equation solver is too sophisticated for computer graphics applications if they are only used to render effects like circular waves and ship wakes. We present an approach which simulates waves through a convolution algorithm. It handles both gravity waves and capillary waves; the latter are often neglected even though they dominate small-scale behavior. The algorithm can be integrated into a complete solution architecture: First, standard commercial 3-D software is used to prepare an animated scene with objects traveling on a water surface. Based on the movements of these objects, waves are calculated and added as bump and displacement maps to the 3-D model. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Animation 1