Game "refractions" without Ray Tracing?

slapnutz

Regular
How do games archieve refraction effects without using actual Ray Tracing for features such as glass or water?

Is it faked or just as accurate as say using RT in maya/max/mental ray.....etc
 
I don't know much about these things, but I'm fairly sure most of the time they are faked by shaders.

Considering the board we are on though, if you mention specific titles I think you'll be able to get really specific answers on how the effect was achieved in that particular game.
 
I don't know much about these things, but I'm fairly sure most of the time they are faked by shaders.

Considering the board we are on though, if you mention specific titles I think you'll be able to get really specific answers on how the effect was achieved in that particular game.

Glass in Call or Juarez and HL2: Ep2. Water in Crysis.
 
The easiest way to make refractions is simply to copy the backbuffer to a texture, then render your glass or water using that texture perturbing the texture coordinates slightly using a normal map.
 
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