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News:GL-Z 0.4.0 cross-platform OpenGL and Vulkan utility
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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.