Water Surface and Rendering -- 郭鴻年
Two extra shots
Abstract

In this project. We want to use the technique of shader to simulate the water wave, and make it look more like the real wave.

We first use three images called “reflection_img”, “refraction_img” and “noise_img” to do this. Second, we create a big plane call “water mesh” it composed with many

Small triangles and the vertices will moved up and down with the time. Third, we texture the three images to the water mesh.

Authors
郭鴻年
Abstract

In this project. We want to use the technique of shader to simulate the water wave, and make it look more like the real wave.

We first use three images called “reflection_img”, “refraction_img” and “noise_img” to do this. Second, we create a big plane call “water mesh” it composed with many

Small triangles and the vertices will moved up and down with the time. Third, we texture the three images to the water mesh.

Technical introduction
  1. Three images

We must have three images to make the color of the water surface.

To find the images, we used the technique called RTT(Render Texture Target).

This technique update the image each frame and we can capture this image to be what we want.

 

# reflection_img:

The reflection image means we just want to remain the scene and objects above the water. Then capture the image of the camera.

First, we have to invisible all the objects under the water surface.

Second, change the position of the camera under the water and make it look reflected with the original position.

Third, capture the image of the camera to be the image “reflection_img”.

Final, remembered to set the camera to the origin and recover all the invisible objects.

 

# refraction_img:

Similar to the reflection_img.

First, we have to invisible all the objects above the water surface.

Second, capture the image of the camera to be the image “refraction_img”.

Final, recover all the invisible objects.

 

# noise_img:

We can choose any picture look like the water.

Video