   Rendering Water as a Post-process Effect
  Comments for the article Rendering Water as a Post-process Effect
  Great article! I believe a technique like this would be perfect for a spherical planet renderer (you can see a very old version of mine at http://sponeil.net/). I reimplemented much of my planet renderer in shaders last year, but I'm not able to publish it yet. I've always felt that deferred rendering was the way to go for pretty much anything that requires scattering to look right, but I haven't had more than a day or two to play around with water rendering, so what I have right now looks really basic. Thanks for the great ideas.;  Thanks ;)There is also a power point presentation from Polish Game Developers Conference 2009 (IGK'2009 for short ;) ) made by me on the subject: http://www.mediafire.com/?0tnll50fh4nIt is not in the reference section because it wasn't ready by the time I finished the article.   ;  Looks great.  The foam addition really makes such a difference!Have you considered playing around with rendering the water to a smaller render target and scaling it up to cut on fillrate?  (like what people do with particles).  I'd be interested to see how much of quality hit there is.   ;  Yes, you can definietely go with it - it does not influence quality of water that much (unless you really require the highest quality possible :) ).   ;  Great article and nice pictures. They make me wanna swim. =DI'll sure dive into this when my engine is ready for it.   ;  Great article and results, respect Wojtek!   ;  The Shawn Hargreaves paper link doesn't workhttp://www.gdconf.com/conference/archives/2004/hargreaves_shawn_ds.pdf;  Great article!It's actually the very same algorithm I used in one of my demos 1,5 years ago. :)http://www.gamedev.net/community/forums/topic.asp?topic_id=482962A trick you can use to improve performance in certain scenarios is to generate a hierarchial depth map of the scene using maximum values. This way you can quickly query whether or not to render water at each pixel.   ;Quote:A trick you can use to improve performance in certain scenarios is to generate a hierarchial depth map of the scene using maximum values. This way you can quickly query whether or not to render water at each pixel.Thanks for this suggestion, it is a really good idea.   