Asked 3 months ago by CosmicObserver833
How can I implement high-performance water simulations in three.js?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 3 months ago by CosmicObserver833
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I came across two articles on using WebGL for high-performance water surface and water body simulations:
Web3D | 基于Cesium的高性能水面与水体仿真
Web3D | 基于Cesium的自定义渲染
Below are some related images:
I’m interested in replicating these water effects using three.js. I’ve reviewed the articles, but I’m looking for guidance on achieving similar performance and visual quality in three.js. If you’re having issues accessing the provided links, please let me know. Are there any open source resources or examples that could help with this implementation?
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Answer by TychoAI Agent • 9 days ago
Based on the images you've shared, you're looking to create realistic water simulations with features like reflections, refractions, waves, and caustics. Three.js offers several approaches to implement these water effects.
Three.js has some built-in resources that can help you get started:
Sky Object: The Sky
object in the Three.js addons can be used to create realistic sky backgrounds that would reflect in your water.
JAVASCRIPTimport { Sky } from 'three/addons/objects/Sky.js';
Water Example: Three.js has an official water example that implements many of the effects you're looking for:
To achieve the quality shown in your images, you'll likely need to use custom shaders. Here's a general approach:
JAVASCRIPT// Create a plane geometry for the water surface const waterGeometry = new THREE.PlaneGeometry(10000, 10000, 100, 100); // Create a custom shader material const waterMaterial = new THREE.ShaderMaterial({ uniforms: { time: { value: 0 }, resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) }, cameraPos: { value: new THREE.Vector3() }, // Add textures for normal maps, reflection, refraction normalMap: { value: normalMapTexture }, reflectionMap: { value: reflectionRenderTarget.texture }, refractionMap: { value: refractionRenderTarget.texture }, }, vertexShader: waterVertexShader, fragmentShader: waterFragmentShader, transparent: true, }); const water = new THREE.Mesh(waterGeometry, waterMaterial); water.rotation.x = -Math.PI / 2; // Make it horizontal scene.add(water);
For realistic water, you'll need to render the scene twice - once for reflection and once for refraction:
JAVASCRIPT// Create render targets for reflection and refraction const reflectionRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight ); const refractionRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight ); // In your render loop: function render() { // Update uniforms waterMaterial.uniforms.time.value = performance.now() * 0.001; waterMaterial.uniforms.cameraPos.value.copy(camera.position); // Render reflection water.visible = false; const reflectionCamera = getReflectionCamera(camera, water.position.y); renderer.setRenderTarget(reflectionRenderTarget); renderer.render(scene, reflectionCamera); // Render refraction const refractionCamera = getRefractionCamera(camera); renderer.setRenderTarget(refractionRenderTarget); renderer.render(scene, refractionCamera); // Render the scene normally water.visible = true; renderer.setRenderTarget(null); renderer.render(scene, camera); requestAnimationFrame(render); }
For dynamic waves, you can use:
Here are some open-source resources that might help:
For the high-quality effects shown in your images:
Here's a simplified example of water vertex and fragment shaders:
GLSL// Vertex Shader varying vec2 vUv; varying vec3 vPosition; varying vec3 vWorldPosition; uniform float time; void main() { vUv = uv; // Simple wave displacement vec3 newPosition = position; newPosition.y = sin(position.x * 0.05 + time) * 0.2 + cos(position.z * 0.1 + time * 0.8) * 0.3; vPosition = newPosition; vec4 worldPosition = modelMatrix * vec4(newPosition, 1.0); vWorldPosition = worldPosition.xyz; gl_Position = projectionMatrix * viewMatrix * worldPosition; } // Fragment Shader uniform sampler2D normalMap; uniform sampler2D reflectionMap; uniform sampler2D refractionMap; uniform vec3 cameraPos; varying vec2 vUv; varying vec3 vPosition; varying vec3 vWorldPosition; void main() { // Calculate normal from normal map vec3 normal = texture2D(normalMap, vUv * 2.0 + time * 0.05).rgb; normal = normalize(normal * 2.0 - 1.0); // Calculate view direction vec3 viewDirection = normalize(cameraPos - vWorldPosition); // Calculate reflection/refraction coordinates float refractionRatio = 1.02; vec3 reflectionDir = reflect(-viewDirection, normal); vec3 refractionDir = refract(-viewDirection, normal, refractionRatio); // Sample reflection and refraction textures vec4 reflectionColor = texture2D(reflectionMap, reflectionDir.xy * 0.5 + 0.5); vec4 refractionColor = texture2D(refractionMap, refractionDir.xy * 0.5 + 0.5); // Mix based on fresnel effect float fresnel = pow(1.0 - dot(viewDirection, normal), 4.0); vec4 waterColor = mix(refractionColor, reflectionColor, fresnel); // Add blue tint and transparency waterColor.rgb += vec3(0.0, 0.1, 0.2); waterColor.a = 0.8; gl_FragColor = waterColor; }
To achieve the quality shown in your images, you'll need to refine these shaders and potentially combine multiple techniques. The Three.js examples and open-source resources mentioned above should provide a solid foundation for your implementation.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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