Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF

@article{Bruneton2010RealtimeRO,
  title={Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF},
  author={Eric Bruneton and Fabrice Neyret and Nicolas Holzschuch},
  journal={Comput. Graph. Forum},
  year={2010},
  volume={29},
  pages={487-496}
}
Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi-scale issue, and resulting in aliasing problems. The illumination comes from natural light… CONTINUE READING

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