Tuesday, January 31, 2012

Weekly Report - Water Simulation

This past week I looked into ways to simulate an underwater simulation, I didn't find many resources. But I found out that a way to simulate the underwater effect is by using the post-processing technique which is applying an effect or a combination of effetcs to a certain scene. This post process efffect can be considered as a filter the scene is going through.This scene is rendered into a texture, and that texture is used to render the scene, when rendering the post process shader is applied. So to simulate this underwater effect scene I am going to need to implement the post process shader that will need a pixel shader and to make the shader dymanic a timer is implemented.
Please let me know if you have any suggestions for the implementation of this effect, or if you think that this will be inificient.

2 comments:

  1. Well, I thought Andrew was doing underwater rendering effects; I believe that the water sim was related to forces--certain areas have a strong "current" represented by vector fields.

    In-game, vector fields are essentially zones that have a constant force being applied to the objects within the zone, but I haven't done research on it.

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  2. yeah, it was a misunderstanding. Sorry about that!

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