Realtime Shallow Water Rendering Based on the Irrlicht Engine
Meng Ting · Computer Engineering and Science · 2011
This paper presents new algorithms on shallow water rendering based on the Irrlicht engine and the GLSL language.Combining the Gestner waves with the dynamic normal mapping based on texture waves,we get realistic water rendering including geometric undulation and ripples of the surface.At the same time,accurate reflection mapping can be obtained by rendering mirror reflection to texture on a per frame basis,compared with environment mapping the distortion resulted by view points is eliminated.Finally,by assigning the Fresnel weights to the material's alpha channel,we can reduce the CPU and GPU computation load with the use of the refraction texture,and still it produces convincing effects.