POV-Ray : Newsgroups : povray.off-topic : 20 years of video game water effects : Re: 20 years of video game water effects Server Time
11 Oct 2024 05:18:50 EDT (-0400)
  Re: 20 years of video game water effects  
From: Alain
Date: 3 Dec 2007 23:27:00
Message: <4754d714$1@news.povray.org>
Warp nous apporta ses lumieres en ce 2007/12/03 10:20:
> Alain <ele### [at] netscapenet> wrote:
>> NOT faked transparency. Dithering is faked transparency. Not using artifices 
>> like layers. Real time, on the fly, transparency, not predetermined by the 
>> initial geometry. You can see your tank, and that of your oponents trough the 
>> water, with reflections of the sky.
> 
>   All water transparency in videogames is currently faked because there's
> no ior (at least not physically accurate one).
> 
>   The SNES supported blending of layers (ie. without dithering), so the
> final pixel color did actually get calculated on the fly according to
> the color of the water tile and the tile of whatever was behind it. Does
> that count as "not faked"?
> 
It count as "simplified" water transparency, whitch is acceptable for just about 
any game. Even more acceptable if there is also some reflection and the surface 
have some normals of is shaped, and you are in movement.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you have ever snuck out of your 
bedroom to moniter the progress of an overnight render.
     -- Stephan Ahonen


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