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dc.contributor.authorLoviscach, Jörn
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-04-16T13:10:45Z-
dc.date.available2013-04-16T13:10:45Z-
dc.date.issued2003
dc.identifier.citationJournal of WSCG. 2003, vol. 11, no. 1-3.en
dc.identifier.issn1213-6972
dc.identifier.urihttp://wscg.zcu.cz/wscg2003/Papers_2003/B02.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1684
dc.description.abstractDue to the complexity of the effects, it is difficult to achieve photorealism and physically correct motion in interactive 3-D water simulations. We present a simulation and visualization method which goes a long way towards physical reality, e. g. by producing Kelvin ship waves and displaying images of real caustics on the water surface. Using efficient approximations and employing the specialized 3-D and CPU features of modern PCs, this simulation runs at rates of several frames per second. Part of this solution is the emulation of a hardware accumulation buffer on consumer 3-D graphics cards with the help of texture shaders.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agency – Science Presscs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© UNION Agency – Science Presscs
dc.subject3D simulacecs
dc.subjectvodní vlnycs
dc.subjectvizualizacecs
dc.titleComplex water effects at interactive frame ratesen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translated3D simulationen
dc.subject.translatedwater wavesen
dc.subject.translatedvisualizationen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 11, number 1-3 (2003)

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