Jump to content
  • Advertisement
Sign in to follow this  
Winegums

Water (fresnel) tutorial/primer

This topic is 4216 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I'm looking to put a water effect into my application. I've heard good things about fresnel, and it 'sounds' not too difficult, but I'm having trouble finding a tutorial online. Does such a thing exist? Most of the hits that come up are white papers or teasers from books.

Share this post


Link to post
Share on other sites
Advertisement
fresnel is what you use to compute the ratio of reflection/transmission of light. When light hits a surface, how much goes through the surface and how much reflects? Normally none goes through opaque objects (in 3D graphics land, not in the real world), so you don't care about fresnel or transmission at all.

The actual computation of fresnel inovlves a bunch of silly math that isn't necessary at all to get a decent result.

I liked the NVidia SDK demo of Vertex Texture Fetch Water. It comes with a white paper and a demo, as well as a quick explanation of fresnel and how you can fake it easily.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!