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博客园 - ChenA

Fire and Motion[转载] terrain lighting radiosity lighting 很专业的Flash游戏 Decal Texture NVPerfHUD 不明白 晕,wow的alpha贴图的坐标要*0.95f 关于ROAM 四道题让你变猪头,敢不敢试一试?? 哈哈,今天晚上12:00魔兽世界公测 时光如梭 深圳抵制日※货※游※行 CWOW客户端首发 3C from max sdk 3ds max CPU的另类用法
Water Simulate
ChenA · 2005-07-29 · via 博客园 - ChenA

http://www.gamasutra.com/features/20001110/oliveira_01.htm
用Texture Mapping水面的折射和反射,计算折射方向时用了一种简化办法,效果还可以.

http://www.gamedev.net/reference/articles/article2138.asp
关于水面渲染的系列文章,很不错,这篇主要讲了cubic environment mapping和planar mirror两种办法来实现反射,可惜没有找到后续.
其中提到一种方法,可以用任意的Plane来替换Frustum的Near Plane来做Frustum Cull.
http://www.terathon.com/code/obliqued3d.html

http://www.gamasutra.com/gdce/2001/jensen/jensen_01.htm
Deep-Water Animation and Rendering
这篇讲的比较全了,各种Wave Model,各种渲染时的效果Reflection/Refraction,Caustics,Godrays,Foam and spray.

http://www.vterrain.org/Water/
很多关于水面渲染的文章.
不过好像没有讲怎么模拟水下的,谁知道哪里有讲水下模拟的文章?