Hi All,

I have researched for creating Ocean rendering on GPU by GLSL for about 2
weeks. I have read lots of article, thesis and document about it and much of
them using different mathematical model ( FastFouriefTransformation,
Navier-Stokes Equation, Gerstner Waves, Choppy Waves, Perlin Noise based
Waves, Bumb Mapping based waves and etc. ) to simulate Ocean environment on
created different terrain surfaces ( LOD, CLOD, Projected Grid Terrain,
Simple Quad and etc ) with simulating different underwater and topwater
effects ( caustics, godrays, refrection, reflaction, frestnel equation for
them, foam, spray, etc.  )

After all, I have lost on these all methods and I can't start to implement
because of I confused how should I start to create my ocean effects.

Firstly I would create some formatted terrain but how should I create my
terrain? To avoid unnecessary operations on the GPU I would only send the
related part of terrain to the GPU. To do this operation which method save
my GPU time?

And could I use LOD terrain generator api like VirtualPlanetBuilder or
another or created terrain models reduces my GPU operation time as manuel
created LOD terrain?

Sorry I have asked too much question but I have confused and need some
answer to feel myself ready.

-- 
Ümit Uzun
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