A general purpose GPU computation project made in cooperation with Peter Trier.
For many applications in virtual reality and computer animation, a realistic looking simulation of water is useful. In this project we investigate a model for water simulation proposed by Michael Kass and Gavin Miller in which a water surface is represented as a height-field (a 2D grid of heights).
This makes the computational complexity much smaller than when using full three dimensional model while still retaining some realism for large water surfaces like oceans. The bottom of lake or ocean is also represented as a height map, which means that bottom conditions can influence the simulation.
Our focus is the implementation of this model of water simulation on a Graphics Processing Unit and the subsequent visualization of the result. In the simulation we use Jacobi iteration for solving linear systems. For the visualization we use a method based on the refraction and reflection of light on the water surface.
For more details we refer to the report available from this page.
The executable version available below requires an Nvidia geforce 6200 or newer.