On 14 Jan 2009, at 16:00, Curtis Olson wrote:

> My sense is that there are many areas in the world where the slope  
> of the shore line is very shallow.  Also don't forget that our SRTM  
> data has a resolution / random noise element of about +/- 5 to 10  
> meters.  I think that these things combined together could lead to  
> some extremely inaccurate shorelines and odd contour artifacts if we  
> try to physically model the water level and the terrain elevation to  
> create a shoreline.
>
> It's a neat idea and certainly could be worthwhile territory to  
> explore, but I'm pretty sure it will yield highly inaccurate  
> shorelines with ugly artifacts in many areas of the world.  And  
> there are many hidden dangers I would think.  If we get the ocean  
> level off by a meter or two and the land off by a meter or two, we  
> could have unintended side effects such as putting all of KSFO under  
> water at high tide.

Sadly I tend to agree with Curt - while it sounds easy to create nice  
shaders for water, it's not worth it if it puts SFO / London / Florida  
under water.

The reason I first thought of this was flying over the Wash (huge  
tidal flats) enroute to Schiphol a few months ago - looking at the  
sunlight reflected on the wet surface, and thinking 'that's got to be  
doable with a shader or environment map'. (Right now the Wash doesn't  
really show up in FG) Of course, for every place with tide flats,  
there's another with sheer cliffs - and so we return to, it's all  
about the data.

James


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