Realistic Water Volumes in Real-Time
|Authors:||Lionel Baboud, Xavier Décoret|
|Links:||[pdf] 8 pages|
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.
|Date created:||0000-00-00 00:00:00|
|Date evaluated:||0000-00-00 00:00:00|