A Simple Water Surface and Rendering -- Cai-Cian Sung
Two extra shots
Abstract

Blab

Authors
Abstract

Blab

Technical introduction
  • Generate the water surface
    • Reflection: Extend your material model to include specular reflection. You will need to cast rays recursively to follow the reflected light path.
    • Refraction: Add specular refraction to your material. Include Schlick’s proximation   for Fresnel reflection.
    • Shadows:   Implement shadow rays to render shadows water surface two geometric components The surface structure represent the large scales of the wave movement and can be represented with a set of 2D grid with the y direction represent the height of the grid point. A vertex shader can be used to simulate the movement at the vertices by changing the normal and the y position of the vertex. 
  • The surface detail represent the small scale perturbation in the local areaand generally can be represented as a normal map. A pixel shader is created to generate a normal map for those perturbation.
  • Using the refraction map and reflection map to simulate the possible viewing condition from above the water to simulate the refraction and reflection effects. The following shows an example of refraction and reflection map

 

Video