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DirectX 11 Compute-Shader - Ocean-Rendering

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Uploaded by 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.

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Science & Technology

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Top Comments

  • are you sure thats not actually the real ocean lol

  • Fake! this video is from a fishing documentary

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All Comments (1,081)

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  • i hate it when there is no links

  • I'm scared of water... And this video scared me

  • I can run this demo on my Nvidia GeForce 8800 GTS GPU

  • beautiful view of the blue water.

  • Hmm the graphics looks more like a n64

  • It looks too realistic to be real water.

  • @antripod123 Crysis? Yea right.

  • @antripod123 And here comes battlefield to save the day...

  • @SpadeAce90 Yes the Frostbite 2 engine will use DX11 tesselation

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