Bachelor Thesis
Physically correct rendering of water as a post-processing effect
Visualizing water with geometry is hard because of its liquid properties. The technique presented in
this paper renders water as a post-processing effect and does not use any geometry.
Instead the water surface is raytrayced for every screen pixel resulting in a very high surface detail while still maintaining high performance
when the water is far away.
Overall the technique grants similiar results to tesselation (high quality when close to the viewer - high performance when far away)
but proved to be a little bit faster overall. Since the technique requires depth information in the Post-processing step it goes very
well with deferred shading.