Devious
Regular
Doesn't mean much if it's coming off a non technical staff.
" Though the water is in a near final state, the effects I'm imagining are really a technical mixture of bump mapping, tessellation, and other technical tricks that are apparently well outside the realm of my understanding."
This should be better - http://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=2
Digital Foundry: You've discussed many of your systems in public before for SIGGRAPH or GDC, but we've never heard much about your water tech. It's obviously been radically upgraded for Reach. What are the principles here - do you use the 360's tesselator, for example?
Chris Tchou: It's a pretty big topic, but in a nutshell, it basically calculates the waves in an offscreen texture as the super-position of many splash/wave particles. It uses the GPU tesselator to convert it into a mesh on screen, and runs a custom refraction/reflection/fog/foam shader to render it. For Reach we spent a lot of time optimising the heck out of it, so we could use it on a much grander scale. We sped up the shader several-fold, turning off things like refraction when you're far away, and stopped animation when you weren't looking at it. The visual improvements were mainly the result of more polish in setting up the shaders.