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How to model refraction of light inside thick armored glass properly?

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Dear ladies and gentlemen,

 

There is an issue in 3D Engines of Flight simulators, rendering the correct view for the pilot. We need to find a way to do show proper refractive optics in our 3D-Engine when it comes to looking through thick armored glass mounted at a slope angle.

 

The problem gets more obvious when taking a short look at this video:

http://youtu.be/uCGsyjt5ANU

 

http://imagizer.imageshack.us/v2/1024x768q90/661/jcbFwC.png

 

How can this effect be calculated properly in 3D engines?

 

Is there some sort of shader to do this, or does it require raytracing?

 

We're looking for a code that does it in real-time without too much stress on the GPU.

 

Thank you for your reply,

 

Dr. Christian Richter

 

P.S.: The entire issue is more in depth explainded here (login required):

http://forum.il2sturmovik.com/topic/9152-ultimate-fw190-photo-evidence-thread/


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