Abstract

Developing accurate and real-time ocean water renderings is a convoluted process that is exacerbated by ocean water's inherently dynamic nature and scale. As such, the evolution of real-time ocean simulations frequently coincides with improvements in computer graphics. In the same vein, representations of ocean water frequently serve as a stage for showcasing the newest developments in computer graphics. This Independent Study is designed to answer two specific yet interconnected research questions: Firstly, it seeks to explore the common methodologies employed in real-time ocean rendering and to conduct a comprehensive comparative analysis thereof. This encompasses, though is not confined to, the formation of waves, the intricate interplay of light reflections and refractions, buoyancy mechanics, and sophisticated optimization techniques. Secondly, it aims to investigate the intricate interplay between natural ocean bodies, simulated counterparts, and the philosophical concept of absurdism through purposeful game design and implementation. In connection, an ocean shader is developed to demonstrate many of the techniques discussed in this paper, while a video game is developed to not only showcase the ocean shader but also to explore the interplay between vast computer-generated bodies of water and the philosophy of the absurd.

Advisor

Asa’d, As’ad

Department

Computer Science

Disciplines

Game Design | Graphic Design | Graphics and Human Computer Interfaces | Interactive Arts | Interdisciplinary Arts and Media | Metaphysics | Other Computer Sciences | Other Film and Media Studies | Other Philosophy

Keywords

computer graphics, absurdism, ocean, render, water, existentialism

Publication Date

2024

Degree Granted

Bachelor of Arts

Document Type

Senior Independent Study Thesis

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