OpenGL port of https://github.com/jeschke/water-wave-packets, presented at SIGGRAPH 2017.
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lhark 7ba3aa7989 Add README 3 years ago
textures Initial commit 7 years ago
FBO.cpp Working pipeline, waves WIP 6 years ago
FBO.h Add FBO and util implementation 7 years ago
Packets.cpp Working pipeline, waves WIP 6 years ago
Packets.h Add FBO & Fix microsoft induced compilation errors 7 years ago
README.md Add README 3 years ago
addPacketDisplacement.frag Big stupid bug fixed 6 years ago
addPacketDisplacement.geom Working pipeline, waves WIP 6 years ago
addPacketDisplacement.vert Nettoyage du code 6 years ago
constants.h Texture and shaders loading, add quad 7 years ago
displayMicroMesh.frag Add camera controls, delete dead code, squash a few bugs 6 years ago
displayMicroMesh.geom Working pipeline, waves WIP 6 years ago
displayMicroMesh.vert Nettoyage du code 6 years ago
displayPacketOutlined.frag Implement DisplayPacketOutlined & AddPacketDisplacement 7 years ago
displayPacketOutlined.geom Implement DisplayPacketOutlined & AddPacketDisplacement 7 years ago
displayPacketOutlined.vert Implement DisplayPacketOutlined & AddPacketDisplacement 7 years ago
displayTerrain.frag Working pipeline, waves WIP 6 years ago
displayTerrain.vert Working pipeline, waves WIP 6 years ago
inf2705.h Add camera controls, delete dead code, squash a few bugs 6 years ago
makefile Implement DisplayPacketOutlined & AddPacketDisplacement 7 years ago
rasterizeWaveMeshPosition.frag Working pipeline, waves WIP 6 years ago
rasterizeWaveMeshPosition.vert Nettoyage du code 6 years ago
ripple.cpp Nettoyage du code 6 years ago
util.cpp Implement DisplayPacketOutlined & AddPacketDisplacement 7 years ago
util.h Add FBO and util implementation 7 years ago

README.md

Ripple

An OpenGL port of the SIGGRAPH 2017 Water Wave Packets paper's implementation.

Context and quirks

This port was written as the final for an Advanced Infographics class. Most of the work was focused on translating the HLSL shaders to GLSL, adapting existing OpenGL code to replace the DirectX 11 setup code.

Given the limited timeframe, some bugs and performance issues still linger. On the performance side of things, a bit of profiling seems to indicate the program is GPU-bound, the biggest culprit being the fragment shader.