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| Autori principali: | , , , , , |
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| Natura: | Preprint |
| Pubblicazione: |
2025
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| Soggetti: | |
| Accesso online: | https://arxiv.org/abs/2511.02852 |
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| _version_ | 1866909887342051328 |
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| author | Xue, Shengze Ren, Yu Hong, Jiacheng Ni, Run Xiao, Shuangjiu Dong, Deli |
| author_facet | Xue, Shengze Ren, Yu Hong, Jiacheng Ni, Run Xiao, Shuangjiu Dong, Deli |
| contents | Fast Fourier Transform-based (FFT) spectral oceans are widely adopted for their efficiency and large-scale realism, but they assume global stationarity and spatial homogeneity, making it difficult to represent non-uniform seas and near-field interactions (e.g., ships and floaters). In contrast, wave particles capture local wakes and ripples, yet are costly to maintain at scale and hard to match global spectral statistics.We present a real-time interactive hybrid ocean: a global FFT background coupled with local wave-particle (WP) patch regions around interactive objects, jointly driven under a unified set of spectral parameters and dispersion. At patch boundaries, particles are injected according to the same directional spectrum as the FFT, aligning the local frequency-direction distribution with the background and matching energy density, without disturbing the far field.Our approach introduces two main innovations: (1) Hybrid ocean representation. We couple a global FFT background with local WP patches under a unified spectrum, achieving large-scale spectral consistency while supporting localized wakes and ripples.(2) Frequency-bucketed implementation. We design a particle sampling and GPU-parallel synthesis scheme based on frequency buckets, which preserves spectral energy consistency and sustains real-time interactive performance.Together, these innovations enable a unified framework that delivers both large-scale spectral realism and fine-grained interactivity in real time. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2511_02852 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Real-Time Interactive Hybrid Ocean: Spectrum-Consistent Wave Particle-FFT Coupling Xue, Shengze Ren, Yu Hong, Jiacheng Ni, Run Xiao, Shuangjiu Dong, Deli Signal Processing Graphics Multimedia Fast Fourier Transform-based (FFT) spectral oceans are widely adopted for their efficiency and large-scale realism, but they assume global stationarity and spatial homogeneity, making it difficult to represent non-uniform seas and near-field interactions (e.g., ships and floaters). In contrast, wave particles capture local wakes and ripples, yet are costly to maintain at scale and hard to match global spectral statistics.We present a real-time interactive hybrid ocean: a global FFT background coupled with local wave-particle (WP) patch regions around interactive objects, jointly driven under a unified set of spectral parameters and dispersion. At patch boundaries, particles are injected according to the same directional spectrum as the FFT, aligning the local frequency-direction distribution with the background and matching energy density, without disturbing the far field.Our approach introduces two main innovations: (1) Hybrid ocean representation. We couple a global FFT background with local WP patches under a unified spectrum, achieving large-scale spectral consistency while supporting localized wakes and ripples.(2) Frequency-bucketed implementation. We design a particle sampling and GPU-parallel synthesis scheme based on frequency buckets, which preserves spectral energy consistency and sustains real-time interactive performance.Together, these innovations enable a unified framework that delivers both large-scale spectral realism and fine-grained interactivity in real time. |
| title | Real-Time Interactive Hybrid Ocean: Spectrum-Consistent Wave Particle-FFT Coupling |
| topic | Signal Processing Graphics Multimedia |
| url | https://arxiv.org/abs/2511.02852 |