Hi,
I was wondering what the current techniques are for rendering distortion/heat haze type effects and how it interacts with foreground geometry.
Basically the artefacts I am currently seeing in my first pass implementation is foreground objects bleeding into the distortion.
Render pass is:
- Render all scene geometry
- Get color buffer as texture
- Render distortion objects into the scene (either access texture directly or defer to post process)
Now I could have multiple resolves of the scene color to a texture based on where distortion geometry is in the scene - and sort scene and render back to front (which breaks my depth only pass as well) - but is there some trick I can use (perhaps using the depth buffer?) to exclude foreground geometry bleeding?
I have also noticed this artefact in some games (quake wars water).
I was wondering what the current techniques are for rendering distortion/heat haze type effects and how it interacts with foreground geometry.
Basically the artefacts I am currently seeing in my first pass implementation is foreground objects bleeding into the distortion.
Render pass is:
- Render all scene geometry
- Get color buffer as texture
- Render distortion objects into the scene (either access texture directly or defer to post process)
Now I could have multiple resolves of the scene color to a texture based on where distortion geometry is in the scene - and sort scene and render back to front (which breaks my depth only pass as well) - but is there some trick I can use (perhaps using the depth buffer?) to exclude foreground geometry bleeding?
I have also noticed this artefact in some games (quake wars water).