Folks,

A GPU solution is great for the rendering, but it doesn't support all the
other things on the cpu side that need to know about the ocean. Wakes, bow
waves, floating objects, things falling into the water generating splashes,
interaction with land ... all these things need to query the ocean surface
for height/geometry info.

Brian

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[email protected] wrote: -----

To: [email protected]
From: "Art Tevs" <[email protected]>
Sent by: [email protected]
Date: 05/06/2009 11:46AM
Subject: Re: [osg-users] osgOcean release

Hi J-S, Kim,


Skylark wrote:
>
> Sure. For now as a first step finding some other FFT library to use in
> precomputation as it is now would be enough. When we want to implement
> more dynamic behavior then we can the best way to do that.
>


Why not to take a look into GPGPU or CUDA. CUDA has even a nice FFT library
which is really fast. I have used it with, I think it was 512x521, images
with 60 FPS. So for your case it should be enough. If CUDA doesn't fit well
your needs, then you can take a look into just GPGPU FFT algorithms.

I have seen on the nVidia's webpage an OpenGL shader based application
which can do compute FFT on the GPU. Even more I could try to manage to
create something for osgPPU, then you could use from there, if you like.

Cheers,
art

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