The Clean Water Act Water Quality Processes Pollutants & Effects
Water Effects
description
Transcript of Water Effects
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WATER EFFECTS
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Breakdown Background
Review – terrain and bump mapping What is water rendering?
Water Rendering Reflection Refraction
Techniques Lakes, Oceans Displacement
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Recommended Reading Real-Time Rendering doesn’t have
anything specific Review reflection, refraction, cube maps
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Background
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Review – Terrain Rendering Terrain rendering is the
process of rendering realistic world surfaces Can be real-world or alien
world The goal of terrain rendering
is to provide an outdoor environment for your game Even cityscapes can have
underlying terrain Terrain rendering generally
focuses on the development of hills, valleys, mountains, etc. These can be procedurally
generated
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Bump Mapping Bump mapping is the technique used to
add detail to a surface Think roughness / texture
Bump mapping is the simplest technique for adding detail using textures
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What is Water Rendering? Water rendering is actually a collection of
techniques that allow us to render realistic-ish water like effects Remember in games we want real-time
performance Depending on the type of water, you need to
adopt a different technique to provide a realistic effect
Generally fall into two categories for normal water Lake and ocean
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Advanced Examples Bioshock
http://www.youtube.com/watch?v=t-utU84zp-Q
From Dust http://www.youtube.com/watch?v=gSOQGa
zo7Oo
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Lake Rendering Lake rendering is
for small bodies of water
No large waves usually involved
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Ocean Rendering Ocean rendering
is for larger bodies of water
Waves are the required for ocean rendering
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Questions?
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Water Rendering
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Cube Maps Cube (or
environment) maps are a form of texture used for reflection techniques
Cube maps are a lookup technique we use to determine the colour of a reflective pixel
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Sky Dome Sky domes or sky boxes are one of the
techniques that utilise cube maps Render the cube with the cube map Move the cube with the camera
One of the standard effects in a 3D game
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Core Concepts Two core concepts
are required when dealing with water Reflection Refraction
We have been talking about these ideas from a lighting point of view already Light reflection Light absortion
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Reflection Reflection from the
water means we have to render on the water plane what we would see from a different angle A sees the view from
B on the pane This involves a two
stage view process
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Reflection Map Our reflection
view render provides us with a reflection map texture we can use on our water
We just use this as a normal post-processing stage
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Refraction Refraction is the view we see under the
water What is under the water is defined by
the height of the water plane We use clipping to create a further
texture from the viewers viewpoint for what is under the water
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Refraction Map The refraction
stage creates another texture we can use in a post-process
The refraction map is blended with the reflection map to create the final water pixel colours
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Fresnel Term Finally, we blend the two textures together
using a blend weight that depends on the viewing angle Fresnel Term
The greater the angle made by the eye position to the normal, the more reflection to use
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Final Colour The final colour of
a pixel on the water plane is determined by the blend of the reflection and refraction textures On the right,
ripples have been added by using a normal map
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Questions?
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Techniques
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Lake Water Lake water is the commonest water type
seen in games Much cheaper to produce Only need two triangles Normal maps take care of the rippling effect
Combining reflection, refraction, and a normal map will provide you with a generally realistic effect of water
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Ripples Ripples can be added
to water using a normal map Normal map just
changes the normals at particular points
Blending normal maps, and moving texture coordinates will create a fairly realistic rippling effect
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Ocean Water Ocean water may be required for larger
bodies of water Big difference with ocean water is the
number and size of the waves We can use the standard two triangle and
normal map approach Looks ok
Usually want a triangle grid and deform the positions to look like water Think terrain
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Wave Deforming To create wave
effects, we just need to displace the heights of the individual vertices on the triangle grid
How we do this depends on the effect we want Random Use of blended
heightmaps
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Specular Reflections We can add
further lighting effects by using specular lighting on the water plane
Really, we just use the same technique as standard specular lighting
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Wave Crests For ocean water, we normally have wave
crests White at the top of waves
Can be height based, or steepness based
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Particle Water Also possible to
use particle effects to create other water types Fountains,
waterfalls This can be
extended into volumetric rendering Talk to Lukasz
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Questions?
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To do this week… Practical this week is on texturing
I need to tweak the one on WebCT a little I know 3rd years have MAD CW due this
week Get it out of the way so you can move onto
this one I won’t be producing a practical on water
effects If interested, investigate yourself
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Summary Realistic water rendering is quite a
common feature in modern games Key components are reflection and
refraction Number of other techniques can be used
on top of this Normal maps Displacement
Particle effects also an option