Realistic Water Volumes in Real-Time
We present a real-time technique to render realistic water volumes.
Water volumes are represented as the space enclosed between a ground
heightfield and an animable water surface heightfield. This
representation allows the application of recent GPU-based
heightfield rendering algorithms. Our method is
a simplified raytracing approach which correctly handles reflections
and refractions and allows us to render complex effects such as light
absorption, refracted shadows and refracted caustics. It runs at
high framerates by exploiting the power of the latest graphic cards, and
could be used in real-time applications like video games, or
interactive simulation.
Images and movies
BibTex references
@InProceedings\{BD06a, author = "Baboud, Lionel and D\'ecoret, Xavier", title = "Realistic Water Volumes in Real-Time", booktitle = "Eurographics Workshop on Natural Phenomena", year = "2006", organization = "Eurographics", url = "http://artis.inrialpes.fr/Publications/2006/BD06a" }