Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 3 of 3

Thread: procedural water and caustics

  1. #1
    Intern Contributor
    Join Date
    Apr 2003
    Location
    Turin, Italy
    Posts
    94

    procedural water and caustics

    hello,
    i'd like to code a "little" app with objects resting on the bottom of a pool. Now the problem is how to make the water effect.
    What do u think? is better having a moving mesh or just a flat surface vertex and fragment programmed?
    I'd like to add some nice caustics too, anyone has a link pointing to some *useful* resources?

    Thanks all, the gunslinger

  2. #2
    Member Regular Contributor
    Join Date
    Feb 2002
    Location
    Hamburg, Germany
    Posts
    415

    Re: procedural water and caustics

    about water,caustics and other effects:
    (the article is called "Deep-Water Animation and Rendering")
    http://www.gamasutra.com/gdce/2001/jensen/jensen_01.htm

    about caustics only:
    http://www.gamasutra.com/features/20...respo_01.shtml

    another interesting link is this:
    (there is also a demo with sourcode)
    http://claes.galaxen.net/ex/

  3. #3
    Junior Member Regular Contributor
    Join Date
    Jun 2000
    Location
    FRANCE
    Posts
    157

    Re: procedural water and caustics

    Here is a new paper for rendering water surface :

    http://download.nvidia.com/developer...L_WaterVTF.pdf

    Cheers
    Arath

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •