DirectX 11 Compute Ocean Rendering
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The water surface is mainly modeled after Jerry Tessendorf's statistic method described in the paper "Simulating Ocean Water", which is one of the most popular techniques used for water effect in todays games. Although the algorithm itself is capable of producing visually impressive result from a presumed statistic model (Phillips spectrum), previous implementations are often limited to a relatively small height field, e.g. 64x64 or 128x128, due to the slow FFT code path on CPU. For example, the demo shown here executes three 512x512 Fourier transforms on a per frame basis.
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Tags:
DirectX
11
Compute
Shader
Nvidia
Crytek
Engine
Ati
Rendering