jerry tessendorf rhythm & hues studios

23
Ocean Surface Simulation Jerry Tessendorf Rhythm & Hues Studios [email protected]

Upload: others

Post on 16-Oct-2021

2 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Jerry Tessendorf Rhythm & Hues Studios

Ocean Surface SimulationJerry Tessendorf

Rhythm & Hues Studios

[email protected]

Page 2: Jerry Tessendorf Rhythm & Hues Studios

Revised Notes and Slides

www.FinelightVisualTechnology.com

Page 3: Jerry Tessendorf Rhythm & Hues Studios

WaterworldTruman Show

Hard RainContact

Cast Away13 Days

Cat in the Hat13th Warrior

TitanicDeep Blue Sea

VirusWorld Is Not

EnoughPeter Pan

Orange CountyFifth Element

Double JeopardyDevil’s Advocate

20K LeaguesX2 Xmen United

Around the World in 80

DaysSphere

Laura Croft Tomb Raider

A Simple WishAir Force OnePearl Harbor

Austin Powers International

Man of MysteryAustin Powers GoldmemberDeep Rising

Al’s Lads

Harry Potter and the Sorcerer’s StoneThe Last SamuraiGuliver’s Travels

The Prince of Egypt

Myst III: ExileMunch’s OdyseeGrim Fandango

Lost Ships

Sinbad Beyond the Veil of MistsTreasures of the Royal Captain

Dawson’s Creek

Page 4: Jerry Tessendorf Rhythm & Hues Studios

Its all about

Dispersion• A wavy surface is composed of sinusoidal waves of

various wavelengths

• The speed of each wave depends on its wavelength.

• In the open ocean, longer waves have higher speed.

• Dispersion is the relationship between wavelength L, frequency ω and gravity g.

- ω2 = 2πg/L deep water

- ω2 = 2πg/L tanh(2πd/L) shallow water depth d

- ω2 = 2πg/L (1+(λ/L)2) capillary waves λ

Page 5: Jerry Tessendorf Rhythm & Hues Studios

AROSSAirborne Remote Optical Sensing System

• Small plane with an instrumented camera mounted on its nose.

• GPS, INU on the camera

• High bit depth (12 bits) for quantitative dynamic range.

• Builds on past research of many groups.

Page 6: Jerry Tessendorf Rhythm & Hues Studios

Duck overpass

Page 7: Jerry Tessendorf Rhythm & Hues Studios

Dispersion in the Real World

• Image time series transformed to 3D Power Spectral Density (power vs frequency and wavelength)

• Dispersion in PSD is on a curved surface in the 3D Fourier Space.

• Dispersion easily detected in data.

Page 8: Jerry Tessendorf Rhythm & Hues Studios

Building a Wave Field

Sinusoidal wave w/ wavelength L, amplitudes A & B

h(x, t) = A sin

(2πx

L+ ω(L)t

)+ B sin

(2πx

L− ω(L)t

)

Page 9: Jerry Tessendorf Rhythm & Hues Studios

Building a Wave Field

Sinusoidal wave w/ wavelength L, amplitudes A & B

Two waves w/ wavelengths L0, L1, amplitudes A0, B0, A1, B1

h(x, t) = A sin

(2πx

L+ ω(L)t

)+ B sin

(2πx

L− ω(L)t

)

h(x, t) = A0 sin

(2πx

L0+ ω(L0)t

)+ B0 sin

(2πx

L0− ω(L0)t

)+ A1 sin

(2πx

L1+ ω(L1)t

)+ B1 sin

(2πx

L1− ω(L1)t

)

Page 10: Jerry Tessendorf Rhythm & Hues Studios

Building a Wave Field

For N waves

h(x, t) =N∑

i=1

Ai sin

(2πx

Li+ ω(Li)t

)

+N∑

i=1

Bi sin

(2πx

Li− ω(Li)t

)

Most efficient when using Fast Fourier Transformsfor points x on a regular rectangular grid.

Page 11: Jerry Tessendorf Rhythm & Hues Studios

Ocean Surface as a Noise

• Amplitudes Ai , Bi built from oceanographic noise model.

• Variance of random amplitude depend on wavelength Li

• Octaves, power law, other details

• For any frame, propagate using dispersion relationship.

• Efficiently handled with Fast Fourier Transforms (FFT).

Propagation is a linear filter.

Page 12: Jerry Tessendorf Rhythm & Hues Studios

Height Slope

RemappedHeight

MinimumEigenvalue

Surface Data Componentsas Animated Textures

Page 13: Jerry Tessendorf Rhythm & Hues Studios

Courtesy Bradley Morris, 2001

Page 14: Jerry Tessendorf Rhythm & Hues Studios

Choppy Waves• Horizontal displacements from height.

• Follows from Gerstner waves and a complex theoretical guess.

• Sharp peaks and round troughs.

- Peak heights & locations unaltered.

• Drives splash, foam, spray algorithms.

!D(x, t) =1√−∇2

∇ h(x, t)

Page 15: Jerry Tessendorf Rhythm & Hues Studios
Page 16: Jerry Tessendorf Rhythm & Hues Studios

www.martian-labs.com

Houdini VEX-based geometry/shader

Hydrous Tools

Page 17: Jerry Tessendorf Rhythm & Hues Studios
Page 18: Jerry Tessendorf Rhythm & Hues Studios
Page 19: Jerry Tessendorf Rhythm & Hues Studios

iWaveTotally interactive water surface waves

• Alternate filter for propagation

- 13x13 moving window real space convolution

• Very simple & fast interaction

- obstructions intersecting the water

- sources (wakes)

- shallow water (not possible with fft)

Booth 2019

Page 20: Jerry Tessendorf Rhythm & Hues Studios
Page 21: Jerry Tessendorf Rhythm & Hues Studios
Page 22: Jerry Tessendorf Rhythm & Hues Studios
Page 23: Jerry Tessendorf Rhythm & Hues Studios

Revised Notes and Slides

www.FinelightVisualTechnology.com