Modelling Undersea Viewing Conditions

Alan Murta and Irina Titovich


Water surface Shallow water Deeper water
Water surface
Shallow water
Deeper water
High water clarity Medium water clarity Low water clarity
High water clarity
Medium water clarity
Low water clarity
Deep sea illumination Patch bounding boxes Mesh detail levels
Deep sea illumination
Patch bounding boxes
Mesh detail levels

The purpose of this work is to create a real-time visual simulation of the undersea environment. The project uses the Maverik VR kernel for scene management and interaction, together with Mesa / OpenGL to provide graphical effects. The scene is displayed at over 20 frames per second on a 350 MHz PC with 3Dfx Voodoo2 graphics support.

There is also a slightly out-of-date MPEG movie (4.1 Mb) of this work available.
 

 Features implemented: