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DirectX 11 Compute Ocean Rendering

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Uploaded by on May 23, 2009

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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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Top Comments

  • LOL @ the Nvidia advertisement at the start seeing as they haven't even released their DX 11 product yet.

    Even when they do (in a month or so) it will be going against 6 month old tech.

    It's amazing, this vid is totally sexy yet there is so much fail. :O

  • I hope they are no shark there

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  • r u shure that's not real? 'o'

  • @yingyangdragon The Xbox 360 doesnt support 1080p, and the video card is not Dx 11 compatible. Maybe that will happen when Xbox 1080 get released.

  • i have a direct 11 :3

  • i swear that it is real o.O

  • @manhunt48 ehmm, you know that nvidia isn't ALL about gpus right? (and i know i replying to a year old post)

  • I wonder if they can use the DirectX 11 and the cell cpu to recreate my balls in 3D with high textures and show them bouncing up and down and while running it in 1080p on the Xbox360 .......

  • @farter1a2b3c But.... the sharks :o

    :/

  • This should be used in Crysis 2

  • Looks like the first Crysis. Man those were the days......

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