Chapter 18. Using Vertex Texture Displacement for Realistic Water — Yuri Kryachko
- Source: https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-18-using-vertex-texture-displacement
- Note: add-only excerpt; images/code truncated.
Summary (full chapter read)
Pacific Fighters ocean: SM3.0 vertex texture fetch displaces water mesh with low-frequency large waves; normal maps for high-frequency lighting. Superposition of tiled height maps + branching in VS for LOD/perf. Middle ground between FFT fluid (Tessendorf) and flat normal-mapped quads. Pairs with Gems2 Ch19 screen refraction for look.