

These algorithms are more efficient, though less accurate, alternatives to standard ray-tracing techniques.Ī ray-tracing procedural model is described, in which ocean waves and islands are rendered by different but related algorithms. Based on surface normal orientation and Fresnel's law, a weighting is calculated that determines what fractions of reflected color and refracted color are assigned to a point. In each algorithm, two texture maps are used to simulate reflection and refraction. The rendering algorithms are based on the use of texture maps and Fresnel's law of reflection. The surface is then represented by Beta-splines, using the tension (or β2) shape parameter to easily add more complexity to the surface. The refracted wave orthogonals are later traversed and their height contributions to the final surface are calculated using a sinusoidal shape approximation and the principle of wave superposition. These wave orthogonals are wave-traced in a manner similar to the rendering algorithm of ray-tracing. Ocean waves are continuous but can be discretely decomposed into wave rays or wave orthogonals. In both cases, the equation that controls the change in direction is Snell's law. Waves refract in much the same way as light. The modeling algorithms deal with wave refraction in an ocean. New algorithms for both modeling and rendering these complex phenomena are presented. The graphical simulation of a certain subset of hydrodynamics phenomena is examined.
