“Tiled directional flow” by Van Hoesel

  • ©Frans Van Hoesel




    Tiled directional flow



    For a real-time visualization of one of the Dutch harbors we needed a realistic looking water surface. The old shader showed the same waves everywhere, but inside a harbor waves have many different directions and sizes. To solve this problem we needed a shader capable of visualizing flow. We developed a new algorithm called Tiled Directional Flow which has several advantages over other implementations.


    1. Fabrice Neyret, “Advected Textures”, Eurographics/ACMSIGGRAPH Symposium on Computer Animation, 2003
    2. Stephen Chenney, “Flow Tiles”, Eurographics/ACMSIGGRAPH Symposium on Computer Animation, 2004
    3. Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch, “Scalable Real-Time Animation of Rivers”, Eurographics 2009
    4. Alex Vlachos, “Water Flow in Left 4 Dead 2”, Siggraph presentation, 2010

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