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Geometric waves and reflection/refraction?

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I have read a few articles describing shaders for geometric waves, but they don't seem to cover reflection/refraction. I have only found articles that cover reflection/refraction for 2D surfaces where bumpmapping is applied to create a feel of waves. In this case its possible to create reflection/refraction based on the assumption that the surface is flat. But how are reflection/refraction implemented when dealing with geometric waves?

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Usually it's done exactly the same way as with bumpmapping. The surface is assumed to be flat when generating the reflect/refracted rays. While not physically correct, the ratio of the size of the water plane to the height of the waves is normally large enough to hide major artifacts.

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