I use springfields to create interactive realtime water simulations
and all is well
EXCEPT
when rendering 3D waves (from a low camera angle) there is no way to calculate the true refraction
because it may include multiple waves:
eye < |---1---| |---2---| |---3---|
for this to render correctly I would have to render the far side of wave 3, then the near side of wave 3
then the far side of wave 2, etc.
I realised this morning that my cloaking technique:
which uses forward and reverse depth peeling (to get some of the near layers and some of the far layers), could be used to solve this problem
so, before I get out my hammer and tongs, how do other people approach this problem?
Water multiple refraction with depth peeling
Started by skytiger, Feb 09 2012 05:58 AM
1 reply to this topic
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Posted 09 February 2012 - 09:58 AM
Usually that problem is ignored because it is a limitation of the technique. Unless you use some kind of ray tracing technique to calculate how the view ray is affected whenever it enters or leaves the waves it will be very hard to remove any visual artifacts caused by that limitation. For instance, in Crysis you can see that kind of artifacts when swimming in the water.


















