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| Rendering Water as a Post-process Effect |
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![]() s_p_oneil Member since: 11/26/2003 From: Atlanta, GA, United States |
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| Great article! I believe a technique like this would be perfect for a spherical planet renderer (you can see a very old version of mine at http://sponeil.net/). I reimplemented much of my planet renderer in shaders last year, but I'm not able to publish it yet. I've always felt that deferred rendering was the way to go for pretty much anything that requires scattering to look right, but I haven't had more than a day or two to play around with water rendering, so what I have right now looks really basic. Thanks for the great ideas. |
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![]() Master of Riddles Member since: 11/15/2004 From: Warsaw, Poland |
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| Thanks ;) There is also a power point presentation from Polish Game Developers Conference 2009 (IGK'2009 for short ;) ) made by me on the subject: http://www.mediafire.com/?0tnll50fh4n It is not in the reference section because it wasn't ready by the time I finished the article. |
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![]() mightypigeon Member since: 4/26/2007 From: Melbourne, Australia |
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| Looks great. The foam addition really makes such a difference! Have you considered playing around with rendering the water to a smaller render target and scaling it up to cut on fillrate? (like what people do with particles). I'd be interested to see how much of quality hit there is. On Demand IT Solutions |
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![]() Master of Riddles Member since: 11/15/2004 From: Warsaw, Poland |
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| Yes, you can definietely go with it - it does not influence quality of water that much (unless you really require the highest quality possible :) ). Wojtek Toman | nGENE - free 3D game engine | nGENE techdemo | Devlog |
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![]() chronozphere Member since: 6/16/2007 From: Alkmaar, Netherlands |
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| Great article and nice pictures. They make me wanna swim. =D I'll sure dive into this when my engine is ready for it. |
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![]() Koshmaar Member since: 11/21/2003 From: Cracovia, Poland |
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| Great article and results, respect Wojtek! Koshmaar Magic Pencil | SDL_Config (Homepage, Download) ) |
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![]() evolutional Moderator - Alternative Game Libraries Member since: 1/25/2002 From: Leeds, United Kingdom |
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| The Shawn Hargreaves paper link doesn't work http://www.gdconf.com/conference/archives/2004/hargreaves_shawn_ds.pdf |
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![]() mbeat Member since: 7/15/2007 From: Trondheim, Norway |
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| Great article! It's actually the very same algorithm I used in one of my demos 1,5 years ago. :) http://www.gamedev.net/community/forums/topic.asp?topic_id=482962 A trick you can use to improve performance in certain scenarios is to generate a hierarchial depth map of the scene using maximum values. This way you can quickly query whether or not to render water at each pixel. |
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![]() Master of Riddles Member since: 11/15/2004 From: Warsaw, Poland |
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Quote: Thanks for this suggestion, it is a really good idea. Wojtek Toman | nGENE - free 3D game engine | nGENE techdemo | Devlog |
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![]() Gaiiden GDNet Content Lead Member since: 8/30/2000 From: Lincroft, NJ, United States |
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Quote: Thanks, Wojciech found the paper also at Shawn's personal site. I updated the link and it works now ________________ Drew Sikora President, Programmer - Blade Edge Software Executive Producer, Newsletter Editor - GameDev.net Community Relations, Live Events Mngr - Game Institute IGDA Chapter Advisor - New Jersey |
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