Distortion/Heat haze and foreground

sqrt[-1]

Newcomer
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).
 
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