Jump to content
Site Stability Read more... ×
  • Advertisement
Sign in to follow this  

Water multiple refraction with depth peeling

This topic is 2810 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

I use springfields to create interactive realtime water simulations

and all is well
when rendering 3D waves (from a low camera angle) there is no way to calculate the true refraction
because it may include multiple waves:

eye < |---1---| |---2---| |---3---|

for this to render correctly I would have to render the far side of wave 3, then the near side of wave 3
then the far side of wave 2, etc.

I realised this morning that my cloaking technique:

which uses forward and reverse depth peeling (to get some of the near layers and some of the far layers), could be used to solve this problem

so, before I get out my hammer and tongs, how do other people approach this problem?

Share this post

Link to post
Share on other sites
Usually that problem is ignored because it is a limitation of the technique. Unless you use some kind of ray tracing technique to calculate how the view ray is affected whenever it enters or leaves the waves it will be very hard to remove any visual artifacts caused by that limitation. For instance, in Crysis you can see that kind of artifacts when swimming in the water.

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!