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[Special EffectsGPU_Water_Simulation

Description: 在128*128的网格上求解2维波动方程来模拟大范围的水波。用一个像素渲染程序完成对波动方程的时间积分,结果存放于一个浮点数纹理中,.然后将此纹理传给渲染模块。此外使用凹凸贴图来描述水面的细节波纹,这会给稍后的逐像素渲染带来逼真的水面闪烁高光效果.-128* 128 grid on the solution of 2-dimensional wave equation to simulate a wide range of water. With a pixel shader program to complete the wave equation of time points, the result is stored in a floating point texture,. And then this texture to the rendering module. In addition the use of bump mapping to describe the details of the surface corrugation, which will later bring about-by-pixel rendering realistic water effects of high light flashes.
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