User Guide. Vertex Texture Fetch Water

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Transcription:

User Guide Vertex Texture Fetch Water

Introduction What Is the Vertex Texture Fetch Water Sample? The sample demonstrates a technique to render small to medium bodies of water using Vertex Texture Fetch (VTF). The water simulation is computed via a pixel shader. The simulation result is transformed into geometry using VTF in the water s vertex shader. Screen-space refraction and reflection maps are combined with a Fresnel term to give the water a realistic appearance. For more detailed information, refer to: Vertex Texture Fetch Water whitepaper at./vertextexturefetchwater.pdf. What Are the System Requirements? The sample uses Vertex Texture Fetch which is a Vertex Shader 3.0 (VS3.0) feature. There is no fallback to Software Vertex Processing for GPUs that do not support VS3.0. If using a GPU that does not support VS3.0, the sample will run on RefRast. 03/12/2004 1

Using Vertex Texture Fetch Water When you launch the sample, you will see the scene depicted in Figure 1. The viewer is standing near a pool of water bordered with a small amount of land. There is a boat that circles the water causing a wake. There is also a Water Ghost that zooms around perturbing the water; this makes the water active for demonstration purposes. Figure 1: Vertex Texture Fetch Water on Launch 03/12/2004 2

Vertex Texture Fetch Water User Guide Controls The sample can be controlled by the GUI, the keyboard and the mouse. The GUI and keyboard controls are included in Table 1 and Table 2. While holding down the left mouse button, you can drag the camera orientation around. If Mouse Camera Control is enabled (toggle by pressing M ), the camera orientation follows the mouse without holding the left mouse button. Table 1: GUI Controls Control Description Render Mode Regular Renders the final water effect. Refraction Renders the refractive contribution to the water. Reflection Renders the reflective contribution to the water. Fresnel Renders the Fresnel term used to combine the refractive and reflective terms. Normals Renders the world space surface normals. Intermediate Render Target Refraction Displays the refraction map. Reflection Displays the reflection map. Refraction Near Displays the refraction map for objects that penetrate the water. Simulation Displays the simulation of the wave equation. Enable Simulation Enables or pauses the water simulation. Enable Perturbation Enable Water Ghost Enables or disables the addition of perturbations (such as the boat wake) to the water simulation. Enables or disables a ghost that sweeps around the watering perturbing its surface. This makes the water less calm and more visually interesting. 07/23/2004

Vertex Texture Fetch Water User Guide Control Walk on Ground Wireframe Water Toggle Fullscreen Description When enabled, the camera maintains a constant height above the terrain (depending on where the camera is positioned). When disabled, the camera does not track the terrain. Toggles between a fully-rendered water surface and a wireframe water surface. Toggles between windowed and fullscreen modes. Toggle REF Toggles the Reference Rasterizer on or off. Change Device Allows you to specify D3D Device parameters. Table 2: Keyboard Controls Key Description W, A, S, D Movement control E Move up Q Move down 1 Hot Key for Enable Simulation 2 Hot Key for Enable Perturbation 3 Hot Key for Enable Water Ghost 4 Hot Key for Walk on Ground 5 Hot Key for Wireframe Water M F1 Toggle mouse camera control. When enabled, the mouse is captured and controls the camera orientation. To regain regular use of the mouse, disable camera mouse control. Toggle help Alt + Enter Toggle Full screen mode Esc Exit 07/23/2004

Vertex Texture Fetch Water User Guide Known Bugs Some keys control the sample even when the sample does not have the key focus. The simulation is using a fixed time-step that does not adjust to real-world time. There is no fallback method for the sample to run with software vertex processing. 07/23/2004

Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, MATERIALS ) ARE BEING PROVIDED AS IS." NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, and the NVIDIA logo are trademarks or registered trademarks of NVIDIA Corporation. Other company and product names may be trademarks of the respective companies with which they are associated. Copyright 2004 by NVIDIA Corporation. All rights reserved NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 www.nvidia.com