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Old June 27th 11, 03:38 PM posted to alt.comp.periphs.videocards.nvidia,comp.games.development.design,comp.graphics.algorithms,comp.graphics.api.opengl,microsoft.public.directx.graphics
rIO
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Default Under water for Battlefield 3.

On 15/06/2011 21.19, Wolfgang Draxinger wrote:
On Wed, 15 Jun 2011 20:56:19 +0200
"Skybuck wrote:

So if you know of any good under water graphics algorithms post them
here ! =D


Sure, just render things as usual and apply an exponential fog
falloff. Seriously, rendering underwater scenes is boring.

What's interesting is rendering boundary surfaces between volumina of
different optical density. That's where things become
interesting, however it's not terribly difficult:

1. Render the underwater scene like usual (apply exponential fog for
absorption of light), but refract the viewing frustum boundary vectors

[SNIP!]

Also light streaks and particles floating can help the realism imho...

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