An Efficient Algorithm for Rendering Large Bodies of Water
Water rendering is one of the most computationally demanding task in computer graphics. Because of its computational complexity, real-time water rendering requires high-end hardwares. In this paper, we present a new algorithm for real-time rendering of large bodies of water such as open seas and oceans which results in an improved efficiency. Using interactive frustum, water surface can be fluidly calculated as a function of height given and interaction with another player in games. This results in an efficient yet realistic method for rendering large bodies of water without requiring as much computational power.
KeywordsWater Simulation Noise Function Light Transport High Computing Power Shader Programming
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