Water Technology of Uncharted

Reflection with bump
Refraction - depth based color ---- with bump will have jitter is good
Soft shadows
Foam - modulated by wave's amplitude
Specular lighting

Modify its normal let water flow is followed.
Flow shader: vector field to advent mesh properties.

two texture: blend and UV have different move vector. (distort)

Blend between two flow textures, one offset in phase by t/2.

improvement it:
offset the placement after each cycle
offset uv starting to minimize distortion
offset in space the phase
Use texture feedback to get extra motion

Flow displacement
each vertex moves on a circular pattern at different phase

can used for clouds, sand, snow, psychedelic effects....

Water in Uncharted 3

open ocean, 100+ meters waves
Waves drive boats and hips

Wave system : procedural, parametric, deterministic, LOD

Wave particles is uncharted 3 solution
Don't use point source

Wave particle:
fast and institutive

composition of displacement grids at different scales, fade out by distance
Flow grid: encode flow, foam, amplitude multiplier in a grid.

Addition of simpler waves
Big wave: create biplane...

LOD: many way to create water mesh.
Screen projected grid --- aliasing artifacts
Quasi projected grid --- issues handling.

Modify from irregular geometry clipmaps.

Culling out patches leave from camera.

culling using portal  with ballroom
Skylight scene: cull out patches outside frustum, cull out outside skylight.

Point queries


  1. Hi,I am very Interested In this presentation。Do you have ppt? would you like email it to ?my email is xiaohuasuper@163.com.thanks very much.

  2. Actually, I don't have the powerpoint, this is just my note from this session. If you have any related idea about this topic, perhaps we can talk about each other, thanks.

  3. Nice notes, thankfully the presentation is finally available ;-)


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