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Feature: 'Using Vertex Texture Displacement for Realistic Water Rendering'

In today's first Gamasutra feature and an extract from GPU Gems 2, Kryachko looks at techniques developed for rendering realistic depictions of the ocean for the g...

Simon Carless, Blogger

January 3, 2006

1 Min Read
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In today's first Gamasutra feature and an extract from GPU Gems 2, Kryachko looks at techniques developed for rendering realistic depictions of the ocean for the game Pacific Fighters, showing how vertex texturing can be used to increase realism. As he explains in his introduction: "Water surfaces are common in computer graphics, especially in games. They are a critical element that can significantly improve the level of realism in a scene. But depicting them realistically is a hard problem, because of the high visual complexity present in the motion of water surfaces, as well as in the way light interacts with water... Modern graphics hardware provides a number of useful features with DirectX Shader Model 3.0 that can be used to aid the rendering of water surfaces. This chapter will discuss how one of these features, vertex texturing, can be used to increase the realism of rendered water surfaces... In addition, we also use branching in order to improve the performance of our vertex programs." You can now read the full Gamasutra feature on the subject, including plenty more technical details (no registration required, please feel free to link to the article from external websites).

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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