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Water simulation has been a hot spot in the research of computer graphics, especially in 3D games and animations. In this paper, we propose a convenient method for simulating and rendering large bodies of water on the computer's graphic processing unit (GPU). This method can be implemented using high level shading language (HLSL) with high speed as the vertex processing is realized based on GPU hardware. Experimental results demonstrate that the simulation in this method is realistic, rapid and applicable in the real-time rendering applications.