1/19/2023 0 Comments Rome total realism steamA ship would have many of these Bobbies linked together, and they would ‘bob’ up and down on the water surface in a physically correct manner. We used this same waveform data to animate the ships floating on the sea, which we modelled with floating spheres called Bobbies.I wrote a system of foam propagation, so that these wave crests would generate foam which was projected onto the surface of the sea and expanded in size over time.We modelled different sea surfaces for different wind strengths – for the higher winds we added ‘chop’ to the waves by dynamically pushing the vertices towards the crest of the waves.This was done offline and stored in a big animation as we didn’t have the processing power to simulate it in real-time. It used frequencies from the Phillips spectrum to represent waveforms found in deep water, which were then physically animated in frequency space using Fourier Transforms.It was based on a graphics paper, Simulating Ocean Water by Jerry Tessendorf.
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