by Matt McClellan and Kipp Owens
The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Intel engineers are no longer directly supporting or updating this sample. Please check on our forums for community support.
This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Most modern games use shadows to some degree. The challenge is to know which algorithm to use and what are the tradeoffs. This sample allows users to compare and contrast the quality and performance characteristics of different shadowing algorithms.