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Improvement on Dynamic Vertex Buffers: Waves Demo by http://richardssoftware.net/. Vertex Calculation code is modified to utilize Direct Compute in-order to significantly improve performance. Shaders involving reflection and refraction are introduced to Water Surface with depth based blending.

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Waves Simulator

Improvement on Dynamic Vertex Buffers: Waves Demo by http://richardssoftware.net/.

YouTube Preview: http://www.youtube.com/watch?v=Py5x-sKptkA alt tag

Ripples/Waves Simulation using Microsoft Direct Compute

Vertex Calculation code is modified to utilize Microsoft Direct Compute resulting significant improvements in Performance.

Reflective and Refractive Water Shader

Shaders involving Reflection and Refraction are also introduced to Water Surface with Depth Based Blending.

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SharpDX API

This code is based on SharpDX (Version 3.0), which is a .Net based wrapper on Microsoft Direct X 11 API. The original code by richardssoftware.net utilizes SlimDX Wrapper. But I have used SharpDX instead of SlimDX since SlimDX has not received any updates recently.

Special Thanks

http://richardssoftware.net and Eric Richards for the wonderful SlimDX Direct 3D 11 Tutorial presented in the website. http://www.rastertek.com/tutdx11.html - Classic Direct 3D 11 Tutorial by Rastertek

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Improvement on Dynamic Vertex Buffers: Waves Demo by http://richardssoftware.net/. Vertex Calculation code is modified to utilize Direct Compute in-order to significantly improve performance. Shaders involving reflection and refraction are introduced to Water Surface with depth based blending.

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  • C# 93.9%
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