| Last Modified On : | January 1, 2006 12:00 AM PST |
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By Adam Lake and David Reagin, Intel® Software Solutions Group
Computer graphicists have a long history of attempting to model the real world. When designing immersive experiences, our goal is to design environments that look and feel as compelling as those in the real world. We can trace the origins of these simulations to previous deep thinking by physicists and computational scientists working in the applied sciences. In this article we investigate the simulation of compelling deep ocean waves. To improve the performance of our solution we have a multi-threaded workload to take advantage of dual processor machines. We demonstrate our technique with a real-time demonstration running on a 2-processor machine and provide an implementation able to run in real-time, with integrated graphics solutions such as the Intel® 915G Express Chipset.
First, we describe a list of previous work. Next, we lay out the mathematics of a summation of sine waves approach used for our implementation. We then give details of our implementation including the mechanisms we used for threading. Source code is provided with a demonstration to be used in your own multi-threaded ocean rendering extensions and implementation.

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Adam Lake (Intel)
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| David Reagin (Intel) |
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