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	<title>Real-Time Rendering &#187; Tessendorf</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Eurographics Workshop on Natural Phenomena 2009</title>
		<link>http://www.realtimerendering.com/blog/eurographics-workshop-on-natural-phenomena-2009/</link>
		<comments>http://www.realtimerendering.com/blog/eurographics-workshop-on-natural-phenomena-2009/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 00:29:11 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Insomniac]]></category>
		<category><![CDATA[Tessendorf]]></category>
		<category><![CDATA[wave particles]]></category>
		<category><![CDATA[waves]]></category>
		<category><![CDATA[Workshop on Natural Phenomena]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=93</guid>
		<description><![CDATA[EWNP has had interesting papers in recent years, but when it skipped 2008 I thought it was gone.  However it came back in 2009 with five papers, all of which are online except for one: Procedural Modeling of Leather Texture with Structural Elements:  Not currently available online, but judging from a previous paper by these [...]]]></description>
			<content:encoded><![CDATA[<p>EWNP has had <a href="http://www-evasion.imag.fr/Publications/2005/GMN05/">interesting</a> <a href="http://www1.cs.columbia.edu/~bosun/tvbrdf.htm">papers</a> in <a href="http://www-evasion.imag.fr/Publications/2006/BNL06/">recent</a> <a href="http://ima.udg.edu/~igarcia/papers/tree07/">years</a>, but when it skipped 2008 I thought it was gone.  However <a href="http://liris.cnrs.fr/~egwnp">it came back in 2009</a> with <a href="http://liris.cnrs.fr/~egwnp/#program">five papers</a>, all of which are online except for one:</p>
<p><em>Procedural Modeling of Leather Texture with Structural Elements</em>:  Not currently available online, but judging from <a href="http://portal.acm.org/citation.cfm?id=1280740">a previous paper by these authors</a> this appears to be about procedural modeling of the cracks and bumps in leather surfaces.  Most real-time applications will use photographed or manually created textures for this, so it is probably not of wide interest to real-time developers.</p>
<p><a href="http://www2.tech.purdue.edu/cgt/Facstaff/bbenes/private/publications.htm">Interactive Modeling of Virtual Ecosystems:</a> Automatic modeling of plants taking lighting, obstacles, etc. into account.  Might be useful as an automatic modeling tool.</p>
<p><a href="http://www.inf.tu-dresden.de/index.php?node_id=501&amp;ln=de">A Geometric Algorithm for Snow Distribution in Virtual Scenes:</a> What the title says; might be useful for automated scene modeling, but probably not for runtime use.</p>
<p><a href="http://cg.informatik.uni-freiburg.de/research.htm">Corotated SPH for Deformable Solids:</a> Smoothed Particle Hydrodynamics (SPH) is commonly used in film production for liquids, smoke, etc.  This paper discusses how to extend the technique to model deformable solids.  Probably not real-time anytime soon.</p>
<p><a href="http://www.informatik.uni-rostock.de/~hc009/publications.html">Real-Time Open Water Environments with Interacting Objects</a>:  This combines the Tessendorf FFT-based method for ambient waves with a different method for interactive waves (waves interacting with dynamic objects).  This is the most relevant paper for real-time rendering; worth a read.</p>
<p>Tessendorf&#8217;s FFT method is the current gold standard for non-interactive ocean waves, and is widely used in game and film production.  A description of it can be found on <a href="http://tessendorf.org/reports.html">his publication page</a>, under <em>Simulating Ocean Surface</em>.  Tessendorf&#8217;s publication page has many more papers of interest, including an algorithm (called iWave) for interactive waves and reports on particle and volume rendering for film production.</p>
<p>Insomniac have a particularly efficient and flexible implementation of a variant of Tessendorf&#8217;s method, which they extended to support interactive waves as well.  This method was used in the game Resistance 2, and Insomniac Games <a href="http://www.insomniacgames.com/tech/articles/0409/water.php">have kindly published not just a white paper on the technique, but actual working code!</a> This is part of their admirable <a href="http://nocturnal.insomniacgames.com/index.php/Main_Page">Noctural Initiative</a> for technology sharing.  The Noctural Initiative website is highly recommended, as it includes code which has been used in successful game projects by one of the most highly-regarded studios in the industry.</p>
<p>Another interesting approach to interactive waves is Wave Particles, which is described <a href="http://www.cemyuksel.com/research/waveparticles/">here</a>.</p>
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