Realistic Water Volumes in Real-Time
Date written: | 2006 |
Authors: | Lionel Baboud, Xavier Décoret |
Resource type: | article |
Links: | [pdf] 8 pages [html] |
Description
The technique uses raytracing on the GPU, using two height fields to represent the ground and water surface. Reflections, refractions, caustics, and shadows are all solved. The drawback of this technique is the difficulty to integrate with other objects that cannot be represented by the height fields.
DB information
Date created: | 0000-00-00 00:00:00 |
Date evaluated: | 0000-00-00 00:00:00 |
Categories: | Graphics/Simulation/Liquids |