Author Topic: Rendering Water as a Post-process Effect  (Read 2395 times)

0 Members and 1 Guest are viewing this topic.

Stefan

  • Global Moderator
  • Hero Member

  • Offline
  • *****

  • 2912
    • View Profile
Rendering Water as a Post-process Effect
« on: June 05, 2009, 02:18:28 PM »
Quote
The algorithm presented in this paper is a good alternative to the popular techniques used for rendering water effects. By using calculations based on the observation of the phenomenon, rather than on existing mathematical models, I have managed to achieve a realistic effect, which in the case of properly selected parameters’ values makes it possible to achieve results comparable with much more expensive models. It is also a flexible solution - the appearance of water can be controlled through a number of attributes. This makes it suitable for a wide range of effects no matter it be lakes or oceans. You can even have several areas of radically different waters at the very same time.

Read full story at GameDev.