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AvCol

Water mesh rendering

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AvCol    102
Most articles pertaining to water rendering deal with how to rasterize water planes or how to rasterize water as a simple world space height, but I can't find any that focus on rasterizing a mesh of polygons each representing the water surface (think of someone spilling water in space, or those fluid simulation videos)

Do any techniques like that exist? I spent most of yesterday on google scholar, gamedev and the real time rendering website / book searching for techniques to rasterize water meshes but I could not find any. I understand that this could be accomplished through ray tracing or photon mapping, but I am curios as to how it might be done drawing good ol' fashion triangles.



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