A hmm moment on wavsets.

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Re: A hmm moment on wavsets.

Postby Tsar Hoikas » Tue Feb 19, 2013 5:32 am

The wave set effect was created in house by the original graphics programmer, Mark Finch. He has an article in some nvidia magazine on the subject.

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Re: A hmm moment on wavsets.

Postby Deledrius » Tue Feb 19, 2013 10:24 am

Well, a waterfall wouldn't use the same wave-shader as a standing pool or ocean anyway...

Tsar Hoikas wrote:The wave set effect was created in house by the original graphics programmer, Mark Finch. He has an article in some nvidia magazine on the subject.

This one? http://developer.download.nvidia.com/bo ... _ch01.html
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Re: A hmm moment on wavsets.

Postby janaba » Tue Feb 19, 2013 10:38 am

Wow!!! ... 8-) ... Now you all know how it works ... :D
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Re: A hmm moment on wavsets.

Postby Mystler » Tue Feb 19, 2013 11:11 am

Sirius wrote:For more info and mathematical madness, go here.

Page 1 of this thread. ;)

That is a very nice description of the waveset maths, although I do not really (want to) understand what exactly is going on there.
The wavesets, however, is one thing I really liked when URU came out.
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Re: A hmm moment on wavsets.

Postby GPNMilano » Tue Feb 19, 2013 3:16 pm

Tsar Hoikas wrote:The wave set effect was created in house by the original graphics programmer, Mark Finch. He has an article in some nvidia magazine on the subject.


Forgive me I should clarify. Yes Mark Finch created the WaveSets we see in Uru. The article goes in depth on how specifically the wavesets work. However, his work was based on that of other programmers in his field, and if you check the references for the article you can track down one of the major pieces of work that he based the wavesets on, the book(s) ShaderX. Once you compare the two samples with the code in Uru's Engine you can see that alot of Uru's Shaders come from this specific point of origin, and were all developed by the in house crew from that book. (along with a few others, but the majority of it comes from ShaderX)

EDIT: What Mark did was find a new way to expand on a previous field and improve on that work with less engine overhead.
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Re: A hmm moment on wavsets.

Postby Deledrius » Tue Feb 19, 2013 4:01 pm

The BubbleShader definitely looks basically the same to my non-shader-language-knowing eyes.

If anyone wants to contribute to cleaning up the existing shaders, making them less platform-specific, or adding new and better ones, please do.

These might be good places to start: plPipeline and plSurface.
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