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Thread: A fast and actual and beautiful ocean

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2010
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    8

    A fast and actual and beautiful ocean

    Hi , I want to make a fast and actual and beautiful ocean for my engine.
    The distance between cammera and ocean surface is long in my engine.
    I know 2 way to make my ocean but each way have a problem.
    1. useing from a 'Perlin Noise Generator' and make a HeightMap & NormalMap by that and finally,make water surface via a shader.
    But when i wrote a Perlin Noise Generator program , i understoond that generating noise is a very very slowly way and this is a heavy work for CPU.

    2. useing from a lot of clung triangles and moveing theme by a involved mathematical formula for simulating water surfaces.
    But this way is suitable for a near view moreover, presumably this way is a heavy work for CPU.
    Please quide me.
    thank you for your attention...

  2. #2
    Junior Member Regular Contributor
    Join Date
    Sep 2000
    Location
    France
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    193

    Re: A fast and actual and beautiful ocean

    Quote Originally Posted by Hamid Reza
    1. useing from a 'Perlin Noise Generator' and make a HeightMap & NormalMap by that and finally,make water surface via a shader.
    But when i wrote a Perlin Noise Generator program , i understoond that generating noise is a very very slowly way and this is a heavy work for CPU.
    Note that you can store your 2D noise data in bitmap textures, and start from there. You then only have to generate your noise once.

    You could then combine multiple scrolling noise textures, at different scale levels, to start getting something.

    FWIW, you should probably google for articles on this topic, there are a handful of them.

    Cheers

  3. #3
    Junior Member Regular Contributor
    Join Date
    Mar 2009
    Location
    California
    Posts
    145

    Re: A fast and actual and beautiful ocean

    In my experience, Perlin noise and scrolling height textures are terrible approximations of ocean waves. I'm researching another technique to generate the data.

    Not to rain on your parade, but you probably won't be satisfied with the results after you implement this.

  4. #4
    Junior Member Regular Contributor
    Join Date
    Dec 2009
    Posts
    105

    Re: A fast and actual and beautiful ocean

    You might want to experiment with UDK's shader editor to figure out what works best and then implement it yourself.

  5. #5
    Intern Newbie
    Join Date
    Sep 2010
    Posts
    41

    Re: A fast and actual and beautiful ocean

    This is a bit off topic, but did you know the water rendered in the new Command and Conquer games could have been rendered as a full screen pass. I ran into an article a while back explaining the effect, can't find the link though

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