I want to study how to render water in 3d scene, but i have find less material on this topic.
is there any another useful articles or demos?
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Posted 12 February 2014 - 10:51 PM
I used this when I was in high school for my water rendering project. It's pretty decent, and has sample code along with the paper.
The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.
- Pessimal Algorithms and Simplexity Analysis
Posted 12 February 2014 - 11:20 PM
What specifically are you interested in? Reflections? Water optics? Wave simulations?
I have some articles on my blog:
Currently I'm working on an article about height field water simulation (waves).
This page has links to a lot of articles:
Posted 13 February 2014 - 04:04 AM
I have a demo that demonstrates water that goes a little bit behind the basics (with that I mean refraction/reflection/fresnel), which you can find it here.
I also have a very simple implementation that is just a plane with a color and some scrolling normal maps, which you can find here.
You can download the source and/or the demo on the pages. I don't claim these are the best ways to do it (they were made with some tight time constraints), but it got the job done. Hope it's helpfull in some way.