Representing
Breaking Waves In Computer Graphics / Daniel Blacker / 07/03/05
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1.
Abstract 2.Introduction
3.Ocean Waves 4.Waves
in CG 5.Tool Development
6. Conclusion 7.
References 8.Code
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2.1
Introduction
The need for this research arose from a problem in
a separate project that needed a solution.
When animating
characters in 3d with the intention of compositing onto real life
footage, ‘proxy’ surfaces are required. These surfaces
exist in 3d and are used to locate the character at the correct
point in space, allowing the character to interact realistically
with their environment when added to live action plate. These proxy
surfaces also help to generate shadows and reflections that add
to the success of the final composite.
The problem
in question is that of a character interacting with a breaking wave
surface. An existing breaking wave would need to be studied, and
a representation of that wave surface generated in 3d. The resultant
wave existing as an animated surface in Maya. The ideal surface
being NURBS for this particular application, due to its speed when
dealing with real time animation and also its ease of integration
with motion paths.
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With this research
we wish to create a tool for animators that allows them to study
footage of a breaking wave and then accurately simulate that wave
in Maya. Through a series of GUI windows complete control over the
shape and timing of the wave should be available to the user.
It must be said
that we are dealing with a relatively unexplored application of
computer graphics, dealing with a natural process that has many
levels of detail associated with it.
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Fig.1 - A Breaking
Ocean Wave
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‘One
of the most complex natural phenomena in the world of liquids is
that of the breaking wave,...the multiple scales of dynamics, ranging
from the fine scale of the spray and the foam, passing through the
small/intermediate scale of the ripples on the wave surface, and
ending with the larger wavelength of the wave that overturns and
breaks’ [1]
There are many
parts to the simulation of a breaking wave that we are not concerned
with in this report. Rendering the wave is not an issue so elements
such as foam and spray do not have to be considered. Also the finer
details of a wave such as the ripples across its surface are not
required and can be ignored when dealing with the shape of the wave.
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