Upload

Loading icon Loading...

This video is unavailable.

DirectX 11 Compute-Shader - Ocean-Rendering

Sign in to YouTube

Sign in with your Google Account (YouTube, Google+, Gmail, Orkut, Picasa, or Chrome) to like PC Games Hardware's video.

Sign in to YouTube

Sign in with your Google Account (YouTube, Google+, Gmail, Orkut, Picasa, or Chrome) to dislike PC Games Hardware's video.

Sign in to YouTube

Sign in with your Google Account (YouTube, Google+, Gmail, Orkut, Picasa, or Chrome) to add PC Games Hardware's video to your playlist.

Uploaded on Apr 1, 2009

The demo shows a real-time simulated ocean under twilight lighting condition. To obtain good looking wave crests, a rather large height field has to be employed. With Microsoft's newly introduced DirectX Compute Shader we can efficiently perform FFT on GPU, thus greatly improve the performance and image quality. The water surface is mainly modeled after Jerry Tessendorf's statistic method described in the paper "Simulating Ocean Water", which is one of the most popular techniques used for water effect in todays games. Although the algorithm itself is capable of producing visually impressive result from a presumed statistic model (Phillips spectrum), previous implementations are often limited to a relatively small height field, e.g. 64x64 or 128x128, due to the slow FFT code path on CPU. For example, the demo shown here executes three 512x512 Fourier transforms on a per frame basis.

Loading icon Loading...

Loading icon Loading...

Loading icon Loading...

Loading icon Loading...

Ratings have been disabled for this video.
Rating is available when the video has been rented.
This feature is not available right now. Please try again later.

Loading icon Loading...

Advertisement
Loading...
Working...
to add this to Watch Later

Add to