rjain4's blog
Water Simulation
Water simulation is a big topic so this blog will show a few example of some of the techniques people use to make water in computer look like the real thing. First is product of a research: "Real-time Realistic Ocean Lighting using Seamless Transitions from
Geometry to BRDF" (E. Bruneton, F. Neyret, N. Holzschuch, Eurographics
2010) and FFT-based ocean synthesis method of "Simulating Ocean Water" (J. Tessendorf, Siggraph 2005.
http://www.gamedev.net/page/resources/_/technical/graphics-programming-a...
For those of you who want to learn more about the math:
http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC0QFjAB&url=http%3A%2F%2Fgraphics.stanford.edu%2Fpapers%2Fwater-sg02%2Fwater.pdf&ei=dMPZTsaJNMqQiAKrv-nbCQ&usg=AFQjCNFKTx-QohVBVqG39eFVczHEoVUB9A
Some cool c++/openGL/GLSL stuff
Here are some very cool projects done in c++/opengl/glsl combo and the results are amazing.
Interior Mapping
There are some games and CGI short clips that show high detail when it came to city skyscrapers. They would often show detailed rooms inside the building with small things like chairs and tables and bed. None of that is modeled and all of that is just the mapping on the rectangular building. This method is the interior mapping and it improves the visual quality by adding more realistic details in an urban environment. 
As you can see the building looks like it was modeled to have many rooms inside. In fact, the gray scale model is just a rectangle. This can be achieved easily through a shader. 
Here is a link to some research done: http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=14&ved=0CDUQFjADOAo&url=http%3A%2F%2Fciteseerx.ist.psu.edu%2Fviewdoc%2Fdownload%3Fdoi%3D10.1.1.49.8043%26rep%3Drep1%26type%3Dpdf&ei=cLfZTvXLFaahiAKYz92kBA&usg=AFQjCNFnlhLhoMavLzUKXrbMczbLztdUCw
Tessalation
I recently played a gamed called Crysis 2 and I loved it. The graphics on the game looked very real; especially the water and the vegetation. One of the amazing techniques Crytek, the company, used is higher levels of tessalation. Tessalation or tiling of the plane is a pattern of plane figures that fills the plane with no overlaps and no gaps.of the plane is a pattern of plane figure that fills the plane with no overlaps and no gaps. Higher dimensions means more detail. Below is a demonstration of the effect it has on how the water is rendered.
More Lab 5
Here are a few more ideas:
1. Particle Generator(rain, snow, leaves, etc... not elephants) with Crepuscular Rays(God rays) starting at 1:50. Pick either or both.

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