Representing Breaking Waves In Computer Graphics / Daniel Blacker / 07/03/05 / Page 6

 

1. Abstract 2.Introduction 3.Ocean Waves 4.Waves in CG 5.Tool Development 6. Conclusion 7. References 8.Code


6.1 Future Work

To extend the functionality of this tool, there are a number of other controls that could be added. The process defined by Viorel Mihalef in his paper allowed the user to select a specific profile from a library of 2d waves. The ability to import the desired profile before building the wave would allow the creation of much more varied wave shapes.

As it stands the tool creates a wave surface that has no velocity in its direction of travel, as if a camera were moving along side the wave profile. The option to create a wave that travels through a surface would yield much more realistic results as well as having a more practical use when applying the tool to a project.

The tool allows the user to manipulate the key profiles, interpolate to create the in-between curves and then loft the surface. It would be more beneficial to the user if they could build the wave complete with in-betweens and then modify the key profiles. In real time the interpolated curves would update allowing the user to preview the wave at full resolution.

6.2 Summary

In this report we have discussed the science behind the propagation of ocean swells, and the physics that govern the breaking of waves as they reach shallow water. We have looked at the previous application of ocean waves in computer graphics, and identified a gap in the current toolset for the control and animation of a breaking wave.

From studying the most recent computer graphics papers we have found a method that yields results similar to those we first set out to achieve, and have adapted the technique to the software available to us and to suit our specific needs.

The final tool takes the form of a series of Maya GUI windows, which allows the user to create a representation of a breaking wave in NURBS.

This tool provides the user with a basic ability to generate breaking ocean waves. Because we have not included any fluid solvers in the calculation of the wave, the generated surfaces lack the dynamic realism of real water. Also it should be pointed out that with this method, the interaction of the waters surface with objects cannot be simulated without the inclusion of 3d fluid solvers.

The success of this tool is not fully tested until it is applied to the original problem of proxy modelling for compositing. But we can see that for relatively low computing time we can generate believable looking breaking waves and also have a large degree of control over their breaking pattern.

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