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Chapter 18. Using Vertex Texture Displacement for Realistic Water — Yuri Kryachko

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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.

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