Gamedev的Yann L放出了<<Realistic Natural Effect Rendering: Water I>>的一篇文章:
"Introduction
CG water has been a major research topic for a long time now. Realistically simulating liquids has proven very difficult, due to the inherent complexity of the physical processes involved. Most photorealistic solutions use a form of raytracing and complex differential equations to approximate the optical behaviour and motion dynamics of a water body. Unfortunately, such physically accurate approaches often take many hours of render time per frame. With the advance of programmable 3D hardware, many algorithms previously limited to offline processing have become available for realtime usage. But as always when implementing complex effects in interactive contexts such as video games, quality versus performance tradeoffs must be made. A lot of the visual properties of water can be approximated by efficient techniques that, even though not physically correct, look convincing to the human eye.
This water series will discuss many such techniques, focussing on the simulation of finite size constrained water bodies. Both dynamic and optical properties will be covered. The basic water simulation targets ps1.3 / fp20 compliant 3D chipsets, the more advanced effects requires a ps2.0 / arbfp1 capable GPU.
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http://www.gamedev.net/reference/articles/article2138.asp
"Introduction
CG water has been a major research topic for a long time now. Realistically simulating liquids has proven very difficult, due to the inherent complexity of the physical processes involved. Most photorealistic solutions use a form of raytracing and complex differential equations to approximate the optical behaviour and motion dynamics of a water body. Unfortunately, such physically accurate approaches often take many hours of render time per frame. With the advance of programmable 3D hardware, many algorithms previously limited to offline processing have become available for realtime usage. But as always when implementing complex effects in interactive contexts such as video games, quality versus performance tradeoffs must be made. A lot of the visual properties of water can be approximated by efficient techniques that, even though not physically correct, look convincing to the human eye.
This water series will discuss many such techniques, focussing on the simulation of finite size constrained water bodies. Both dynamic and optical properties will be covered. The basic water simulation targets ps1.3 / fp20 compliant 3D chipsets, the more advanced effects requires a ps2.0 / arbfp1 capable GPU.
......"
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