Well, I'm back from India. It was a great vacation and it feels a bit strange to be home, but I guess it's time to get back to normal life.
The image is a shot from an ocean water simulation I did for an assignment in the ASR course. It features two superpositioned Gerstner waves calculated in a vertex shader.
In the pixel shader I use three scrolling normal maps to add fine detail to the water. There's also cubemap reflection and refraction with fresnel terms. Finally there's a simple HDR hack to add some shininess to the highlights.
When I have time to work on the engine, I'll probably update the water with a similar approach.
Tuesday, May 16, 2006
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2 comments:
That sounds pretty cpu-intense.. But, since I've not seen the code I suppose it's difficult to know exactly how you did it.
Your little engine there's looking good. :) Especially for being developed by a single person, those things are time consuming. :D
Daniel: It's all done on the GPU so there's no strain on the CPU. However, the shaders are quite heavy so I yet have to see how they perform in a real situation.
Hehe, yeah I've spent some time on this things. I guess things will slow down now with summer and all comming up!
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