[DX9/HLSL] GPU noise generation for water

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0 comments, last by Ehrys 16 years, 11 months ago
Hi, I've recently successfully implemented an ocean model, based on the projected grid method. Its looking good, check out this floating craft... obviously a forced emergency landing on water! This method uses software generated statistical noise, rendered into two heightmaps and a normal map, for use by the main water effect. Analysis of processing load shows most of the frametime is spent in this software noise generation method. Although it looks great, its quite slow. Can anyone recommend sources of reading or examples of ways to generate similar noise data in the GPU itself? I've tried a few of the wave models like nVidia's ocean.fx. They look good for small patches of water in demos but in oceans, their artificiality is quickly apparent. Many thanks for your advice Simon
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I've always found the Shader X* books to be useful.

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