Homogeneous Notation
When doing transformations you should use homogeneous notation of vectors and points.
A point is declared as p = (x,y,z,1)
A vector is declared as v = (x,y,z,0)
When doing transformations you should use homogeneous notation of vectors and points.
A point is declared as p = (x,y,z,1)
A vector is declared as v = (x,y,z,0)
A method in which a grid is projected in post-perspective camera space. This gives an even-spaced grid so the detail level of the water is the same over the whole screen. The image below shows the implementation of it in the 3D engine jME.
Link to the paper:
http://graphics.cs.lth.se/theses/projects/projgrid/
A method to create realistic water by combining normal mapping and vertex displacement. The water looks best when viewed from a distance.
Link to the chapter in GPU Gems that describes this method:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter18.html
An approach to pack arbitrary sized textures in one big texture. This is useful for example when saving lightmaps as they will be small and in a large quantity so you don’t want to resize them all to power of twos’ and save them separetly.
An image of the result of a packing of a big amount of lightmaps, the padding in white is just for making the different maps more visible.
Link to the source:
http://www.blackpawn.com/texts/lightmaps/default.html