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dynamically calculating a "watery" surface

Started by January 06, 2003 04:16 PM
10 comments, last by Crispy 22 years, 1 month ago
Sounds interesting. Is there any DSP study related to that by any chance? Sounds rather probable to me (and difficult). I had statistics and probabilty last year and I was flat on my back - seems like that wasn''t the worst there is after all

Crispy
"Literally, it means that Bob is everything you can think of, but not dead; i.e., Bob is a purple-spotted, yellow-striped bumblebee/dragon/pterodactyl hybrid with a voracious addiction to Twix candy bars, but not dead."- kSquared
quote:
Original post by Crispy
hmm - must look harder - i''ve browsed the developers'' site quite bit. incidentally, are you referring to opengl or dx (i''ve never dealt with dx - is there a dx developers site at all?)



http://developer.nvidia.com/view.asp?IO=vertexprogram_refraction

I guess this was done with a vertex program (GeForce hardware), in combination with a cubic environment map. There is another demo somewhere there as well, which showed a planar, bumpy but transparent plastic sheet, and you could see through it. Pretty cool.

Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net

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