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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