nVIDIA DX11 Ocean tech demo

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Origin
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Aug 2003

nVIDIA DX11 Ocean tech demo

Citat:

The demo shows a real-time simulated ocean under twilight lighting condition. To obtain good looking wave crests, a rather large height field has to be employed. With Microsoft's newly introduced DirectX Compute Shader we can efficiently perform FFT on GPU, thus greatly improving the performance and image quality.

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. On a GTX280, the transforms can be finished within 2 milliseconds. "

http://www.youtube.com/watch?v=xvDJzpBOieU

"Maybe one day you will learn that your way, is not the only way"

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Malmö
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Aug 2003

sånt vatten finns ju nästan i crysis

Corsair Carbide 200R chassi med 2x120mm
i3-4370 @ 3,8GHz, 8GB DDR3
Asus Geforce GTX 1050 Ti 4GB
Windows 8.1 64Bit

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BIOS
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Sep 2007

Första april också, haha.

Intel Core 2 Q6600 G0 2.4Ghz@3,6Ghz | Tuniq Tower 120 |Gigabyte GA-P35-DQ6 | 4x1gb Corsair XMS2-6400 CL4
| XFX GTX260+ 896MB | Antec Three Hundred | Corsair HX520 | Intel 510 120GB | Samsung Spinpoint F1 750GB | Samsung Spinpoint F3 1TB | Windows 7 Pro x64

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Örebro
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Feb 2005

Sånt vatten finns _inte_ i Crysis.

|Intel i5 4670K@4.4GHz| |Asus Z97-A| |A-Data 16GB CL9 1600MHz| |ASUS GeForce GTX 1080 Ti ROG Strix Gaming OC| |Samsung 850 Evo 500GB| |Samsung 840 Evo 250GB| |WD Green 3TB| |Corsair RM1000| |Fractal Design Define R5| |LG IPS Display@74Hz|