Insomniac’s Water Rendering System
نویسنده
چکیده
● view-driven mesh refinement / level-of-detail scheme with geomorphing ● ‘ambient’ (procedural) waves with dispersion property ● ‘interactive’ waves with dispersion property (which we believe is a technological first for games) ● real-time procedural normal maps, with distance-based cross-over into geometry ● optical effects including Fresnel reflectance, cloudy water, and refraction ● special clipping technique to render surface nearer than the near plane ● procedural underwater caustics ● simple particle splashes ● time-critical routines all down-coded to assembly
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