Simulace oceánských vln v reálném čase pomocí FFT na GPU
| Thesis title in Czech: | Simulace oceánských vln v reálném čase pomocí FFT na GPU |
|---|---|
| Thesis title in English: | Real-Time Simulation of Ocean Waves using FFT on the GPU |
| Key words: | GPU|FFT|Oceánské vlny |
| English key words: | GPU|FFT|Ocean waves |
| Academic year of topic announcement: | 2024/2025 |
| Thesis type: | diploma thesis |
| Thesis language: | čeština |
| Department: | Department of Software and Computer Science Education (32-KSVI) |
| Supervisor: | prof. Dr. techn. Alexander Wilkie |
| Author: | Mgr. Hong Son Ngo - assigned and confirmed by the Study Dept. |
| Date of registration: | 13.11.2024 |
| Date of assignment: | 27.11.2024 |
| Confirmed by Study dept. on: | 27.03.2025 |
| Date and time of defence: | 10.06.2025 09:00 |
| Date of electronic submission: | 29.04.2025 |
| Date of submission of printed version: | 30.04.2025 |
| Date of proceeded defence: | 10.06.2025 |
| Opponents: | Mgr. Jakub Gemrot, Ph.D. |
| Guidelines |
| 1. Real-Time Simulation of Ocean Waves using FFT on GPU
- Must have: Implement real-time simulation of ocean waves leveraging FFT on the GPU to ensure computational efficiency suitable for real-time applications. - Using FFT algorithms such as Cooley-Tukey FFT - Plus: - Explore other FFT algorithms that would be suitable or more suitable for implementation on the GPU 2. Ocean Spectrum Generation - Must have: - Implement the Phillips spectrum as initially used by Jerry Tessendorf, as a foundational model for generating ocean wave spectra. - Plus: - Include other ocean spectra models, such as JONSWAP (Joint North Sea Wave Project) or others, which allow finer control over wave characteristics by introducing additional parameters to shape the spectra. 3. Large-Scale Ocean Tiling - Must have: - Implement tilling of the ocean water tile to cover scenarios with large-scale scenes. It also should use a technique to mitigate the periodicity which could stem from the nature of Tessendorf's algorithm. 4. Realistic Shading and Lighting of Water - Must have: - Create a realistic shading model for ocean water that responds accurately to light and environmental reflections. - Plus: - Addition of other visual features such as foam, white caps, and underwater light interactions such as caustics or god rays. |
| References |
| Tessendorf, Jerry. "Simulating ocean water." Simulating nature: realistic and interactive techniques. SIGGRAPH (2001)
Nicolas Lutz, Arnaud Schoentgen, and Guillaume Gilet. 2024. Fast orientable aperiodic ocean synthesis using tiling and blending. Proc. ACM Comput. Graph. Interact. Tech. 7, 3, Article 49 (August 2024), 22 pages. https://doi.org/10.1145/3675388 |