Computer Graphics & Computational Arts

Under the Ocean (2008)

Under the Ocean

Technical and Design Specifications:
• Freemoving FPS-style camera
• Spheremapped water texture
• Used Skybox to create background
• Used Fog to create sense of depth
• Single directional light in -y direction
• Models in OBJ format are supported
• Textures can be any format supported by DevIL
• Gerstner Wave Algorithm
• Boiding Algorithm
• Physics: Euler integration
• Libraries: DevIL, Boost, CML, FreeGlut, OBJ Loader, GLEW

This is a deep ocean scene with Gerstner modeled deep ocean (infinite depth) waves and boiding flocks of fish.Fish have a slight attractive force to the camera, and repulsive force from the water plane.

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