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Alternative Solutions | Habib's Water Shaders
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Habib's Water Shaders. Click here to download this chapter in word version: Alternative solutions doc version. The following parts of water rendering will be discussed:. Water representations – we can use several methods to describe our water surface, but in the end, everything needs to be described by vertices to be able to render the result. Grids and particle systems are the most popular ways for this. 2D Grids – Hightmaps. Real water surfaces are continuous, but interactive computer graphics need a p...
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Shaders | Habib's Water Shaders
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Habib's Water Shaders. Tessellation of the virtual world. Virtual worlds comprise different surfaces and every surface is formed by triangles. The reason for this is that the most geometrical operations modify the base of the polygons, for example they transform a circle into an ellipse. Into triangles (also called as triangulation. And all the procedures are carried out on these triangles, whose points are called vertices. An example of polygon triangulation is visible on the next figure:. Calculate the...
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Water mathematics | Habib's Water Shaders
https://habibs.wordpress.com/water-mathematics
Habib's Water Shaders. Click here to download the doc version of this chapter: water mathematics 1. You have seen many different kinds of water in your life already, but not everyone knows what makes natural water look realistic. Different natural water types have several properties in common but they are absolutely different in others. The key ingredients of natural waters are:. Reflecting the objects visible above the surface. Refracting the objects under the surface. Multiple reflections and refraction.
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November | 2009 | Habib's Water Shaders
https://habibs.wordpress.com/2009/11
Habib's Water Shaders. Archive for November, 2009. Pictures for the Specular eflection Update. November 17, 2009. More details here: Lake Water Shaders – Specular highlight update. Images of the edge corrected water surface demo. November 10, 2009. Direct link: Lake Water rendering. Lake water shader example project. November 3, 2009. Finally, an there is an example project available for download on the wiki page:. Lake Water Shader Download page. Why not try sites on the blogroll.
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Simple ocean water | Habib's Water Shaders
https://habibs.wordpress.com/simple-ocean-water
Habib's Water Shaders. Water shader in [RTWR]:. The demo implementation that was developed during the work on this thesis was implemented using the implementation suggested in Section 3.1.3. It was implemented using DirectX 9 and the target platform is the ATi R300-class of GPUs (Radeon 9500 or higher). It is available at the following URL:. Http:/ graphics.cs.lth.se/theses/projects/projgrid. The plane was forced to the xz-plane for simplicity’s sake. The two chunks of Perlin noise was uploaded to the GP...
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May | 2008 | Habib's Water Shaders
https://habibs.wordpress.com/2008/05
Habib's Water Shaders. Archive for May, 2008. May 3, 2008. Filed under: Lake water shader. The following screen-shot of the lake-water shader demo application demonstrates the Fresnel term using black color for refraction and white color for reflection on the water surface:. Why not try sites on the blogroll. Blog at WordPress.com. Follow “Habib's Water Shaders”. Get every new post delivered to your Inbox. Build a website with WordPress.com.
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Pangolódj rá! | Zsolt és a Szilícium völgy
https://zsoltinsf.wordpress.com/2010/12/10/pangolodj-ra
Zsolt és a Szilícium völgy. Zsolt megpróbáltatásai a távoli Szilícium völgyben. Nem valós folytatása a korábbi történeteknek, viszont közvetlen következménye az ott eltöltött időnek a következő kezdeményezés:. Szórakozóhelyek, éttermek Budapesten. Laquo; Golden Gate Park. Közzétéve : december 10, 2010. Hozzászólás Kilépés a válaszból. Adatok megadása vagy bejelentkezés valamelyik ikonnal:. Hozzászólhat a WordPress.com felhasználói fiók használatával. ( Kilépés. Panghu: Keress, találj, értékelj!
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Complex ocean water | Habib's Water Shaders
https://habibs.wordpress.com/ocean-water-shader
Habib's Water Shaders. Ocean water has several phenomena which are hard to simulate. There are different types of waves:. Surging breakers roll onto steep beaches. Plunging Breakers form tunnels if the beach slope is moderately steep. Spilling breakers generate foam on gentle sloping beaches. About different types of ocean waves check the Science and Technology Focus homepage. Of course, these two screenshots are made on the same beach.🙂 Only some adjustments are made to look somehow different. Chapter&...
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June | 2008 | Habib's Water Shaders
https://habibs.wordpress.com/2008/06
Habib's Water Shaders. Archive for June, 2008. June 13, 2008. Tags: Habib's ocean shader. I want to demonstrate the wave formation in this video. The radial waves are dominant, 3 normal sinusoidal wave components are added to them. Changing the background image changes the reflection and rafraction colors as well. Why not try sites on the blogroll. Blog at WordPress.com. Follow “Habib's Water Shaders”. Get every new post delivered to your Inbox. Build a website with WordPress.com.
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Download | Habib's Water Shaders
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Habib's Water Shaders. Download page is moved to the Wiki site. PDF version of the document. PDF document – last update: 20-05-2008. Shader Code of Lake Water Demo Application. Float4 Position : POSITION;. Float4 ReflectionMapSamplingPos : TEXCOORD1;. Float2 BumpMapSamplingPos : TEXCOORD2;. Float4 RefractionMapSamplingPos : TEXCOORD3;. Float4 Position3D : TEXCOORD4;. Float4 Color : COLOR0;. WaterVertexToPixel WaterVS(float4 inPos : POSITION, float2 inTex: TEXCOORD). Output.Position3D = inPos;. ProjectedT...